Two ideas

 
   Forum Index -> NE Forum
View previous topic :: View next topic  
Author Message
roy1012
Infantry Officer
Infantry Officer


Joined: 14 Apr 2012
Posts: 1279
Location: United States

PostPosted: Sat Apr 09, 2016 3:32 pm    Post subject: Two ideas

Firstly unlimited team cards. I know that there are a few unlimited team cards out there, like the 5 jaeger card. I think each Civ should have one of these (of course it should cost resources to send).

Also I think that you should be able to "sell" shipments. For example say I send all my cards, then I can go to the university and get a tech that costs 1 shipment and gives me say crates of 500 food or something. I hate when I've sent all my shipments and xp becomes useless.
_________________
Roy1012

Steam: http://steamcommunity.com/id/RoySOTR

Feel free to add me.
Back to top
View user's profile Send private message
King of Persia
Fusilier
Fusilier


Joined: 07 Feb 2016
Posts: 289
Location: Berlin/Spandau

PostPosted: Sat Apr 09, 2016 4:23 pm    Post subject:

i like the idea with the shipments but.... is this easy to make it real?

with the unlimited cards, well we could have more of them with different variants like

Ottomans: 1 Bombard, 5 Spahis and 10 Janitschar,
so unique cards that fits for each civ
_________________
Upcoming Game/Level Designer, Digital Artist and Producer in training "-" - Games Academy Berlin
Back to top
View user's profile Send private message
Girafarig
French Conscript
French Conscript


Joined: 02 Feb 2016
Posts: 25
Location: Buenos Aires, Argentina

PostPosted: Sat Apr 09, 2016 5:40 pm    Post subject:

I like these ideas. Although you can "sell" your shipments already with most civs since they get at least one unlimited card that sends resources.
Back to top
View user's profile Send private message
roy1012
Infantry Officer
Infantry Officer


Joined: 14 Apr 2012
Posts: 1279
Location: United States

PostPosted: Sat Apr 09, 2016 10:02 pm    Post subject:

Girafarig wrote:
I like these ideas. Although you can "sell" your shipments already with most civs since they get at least one unlimited card that sends resources.


Ah, my bad then. I usually don't go past 700 of any resource crate so I wasn't aware.
_________________
Roy1012

Steam: http://steamcommunity.com/id/RoySOTR

Feel free to add me.
Back to top
View user's profile Send private message
Silmariel
Conquistador
Conquistador


Joined: 12 Feb 2010
Posts: 356
Location: Berlin

PostPosted: Sat Apr 09, 2016 11:10 pm    Post subject:

He refers to the infinite 300 resources crates I guess.
Back to top
View user's profile Send private message
roy1012
Infantry Officer
Infantry Officer


Joined: 14 Apr 2012
Posts: 1279
Location: United States

PostPosted: Sat Apr 09, 2016 11:57 pm    Post subject:

Oh, those. They are quite useless, 600 would be nice.
_________________
Roy1012

Steam: http://steamcommunity.com/id/RoySOTR

Feel free to add me.
Back to top
View user's profile Send private message
King of Persia
Fusilier
Fusilier


Joined: 07 Feb 2016
Posts: 289
Location: Berlin/Spandau

PostPosted: Sun Apr 10, 2016 7:28 am    Post subject:

"Who is not appreciating the small things does not honor the big things"

Mr. Green
_________________
Upcoming Game/Level Designer, Digital Artist and Producer in training "-" - Games Academy Berlin
Back to top
View user's profile Send private message
caveman909
NE Assistant
NE Assistant


Joined: 10 Jun 2010
Posts: 479
Location: Switzerland

PostPosted: Sun Apr 10, 2016 8:41 am    Post subject:

roy1012 wrote:
Oh, those. They are quite useless, 600 would be nice.

In many NE civs, you have more of them (like the Italians with 1000 gold, or the swiss with 400wood-400gold etc...)
_________________
You must be the change you wish to see in the world.
Back to top
View user's profile Send private message Visit poster's website
Girafarig
French Conscript
French Conscript


Joined: 02 Feb 2016
Posts: 25
Location: Buenos Aires, Argentina

PostPosted: Mon Apr 11, 2016 1:55 am    Post subject:

caveman909 wrote:
roy1012 wrote:
Oh, those. They are quite useless, 600 would be nice.

In many NE civs, you have more of them (like the Italians with 1000 gold, or the swiss with 400wood-400gold etc...)


Yeah, I meant these. 300 of something isn't really useful, but the Italians and, I think, the Indians get 1,000 and the Swiss and Austrians get 800. Dunno about the rest.
Back to top
View user's profile Send private message
Tilanus Commodor
NE Commander
NE Commander


Joined: 03 Apr 2007
Posts: 5078
Location: Berlin, Germany

PostPosted: Mon Apr 11, 2016 7:03 am    Post subject:

Team cards are at the edge of balance, because they allow more or less unpredictable combinations and strategies, likely OP ones. That counts as much for unit/crate shipments as boosters. If you're smart in a team game, some unit stat boosters can be stacked til insanity. And *everyone* in a team will get that stuff, but the costs of let's say team mercs are still only calculated for 1 1/2 players. So the rest of the team doesn't only save a card slot in their deck, they can also get stuff for free which would usually cost him some thousand coins, which then again the played who's sending the team card has to pay just for himself.

Infinite team cards? No way! I know there are some of them, but it'll remain an exceptional thing.


As for buying shipments: I was originally thinking of granting civs the building of a Stock market where they could buy shipments. I was dropping that idea once for reasons I don't remember in all detail right now. One tricky thing is the design of costs (even though a - free? - cooldown would be fair). Another question surely is if it'd be wise to change that Shipment drain which was purely intended by the original devs in order to avoid endless 'card battles' and force the players into action instead. Late game is meant to be end game, where I assume players shall fight for victory without the help of HC cards.
_________________
Napoleonic Era Project Leader


** Support me to support NE **

Test your Age of Empires knowledge in my
Grand Age of Empires quiz! King Green!
Back to top
View user's profile Send private message Send e-mail Visit poster's website
roy1012
Infantry Officer
Infantry Officer


Joined: 14 Apr 2012
Posts: 1279
Location: United States

PostPosted: Mon Apr 11, 2016 10:49 am    Post subject:

Congrats on 5000 posts by the way!

For the first idea I get what your saying however for the second I think that buying and selling shipments is good so they don't become useless. Most infinite cards are crap at this point, except for India and Italy. Then again I guess it just depends on who you play.
_________________
Roy1012

Steam: http://steamcommunity.com/id/RoySOTR

Feel free to add me.
Back to top
View user's profile Send private message
Tilanus Commodor
NE Commander
NE Commander


Joined: 03 Apr 2007
Posts: 5078
Location: Berlin, Germany

PostPosted: Mon Apr 11, 2016 10:56 am    Post subject:

Well, I agree a stock market would be a nice counter-offer for Age 5 instead of revolting.
_________________
Napoleonic Era Project Leader


** Support me to support NE **

Test your Age of Empires knowledge in my
Grand Age of Empires quiz! King Green!
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Pawelec_POLAND
Continental Marine
Continental Marine


Joined: 11 Feb 2015
Posts: 156
Location: Poland

PostPosted: Mon Apr 11, 2016 9:15 pm    Post subject:

Buying shipments as such is a bit drastic, but there is a tech (Mercantilism?) sending XP. A planned feature in my mod, where European civs gather Prestige (counterpart of Export, but gained in more sophisticated way), was to add a similar tech (in a special building, counterpart of the Conculate) which can be researched many times, but every next purchase costs more Prestige.

Now time for a more scientific approach. This is inspired by my last physics lab report about hysteresis lol Note the numbers used are somewhat random.

Every time you buy a shipment your popcap is reduced by 10 for 3 minutes. To take things further overlapping shipment cooldowns are more drastic - they last 30 seconds longer and block 2 more population slots each. An example timeline:
0:00 1st shipment bought (10 slots for 3:00)
10 slots: 0:00 - 1:00 Arrow 2nd shipment bought (12 slots for 3:30)
22 slots: 1:00 - 2:00 Arrow 3rd shipment bought (14 slots for 4:00)
36 slots: 2:00 - 3:00 Arrow 1st penalty expires
26 slots: 3:00 - 4:30 Arrow 2nd penalty expires
14 slots: 4:30 - 6:00 Arrow 3rd penalty expires
0 slots: from 6:00
_________________
"Let us return to the past; it will be progress."
by Giuseppe Verdi
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Forum Index -> NE Forum All times are GMT
Page 1 of 1

 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
Powered by phpBB © 2001, 2005 phpBB Group | Page design by Tilanus Commodor & michfrm.