william.lee.ke...

- User
- Posts:3
Joined 2019-6-1 Last Visited 2020-10-26
|
Various Game Suggestions from a 20 year game Vet
Reply:1|
View:423
Add a research that allows someone to increase the range of their expeditions. Harvesting and combat, perhaps make them two seperate researches.
Alliance tracking system for KvK to keep track of individual member points, so leadership knows whos not doing their part.
Game mechanic / Research that allows you to move a reinforced army to another location. Either to attack a castle, or to harvest.
Research that allows you to port with an army that is either garrisoned or in your embassy.
Research that allows a player to send 1 Commander as well as a Dragon with reinforcements.
Research that allows for new Harvesting Units. Units that specialize in harvesting particular resources with added bonuses. (Do not take up hospital space) If killed, they die. ^_^
Wall Commander that provides various wall defenses or offenses, and gives wall repair bonuses.
City "War Paint" that gives various wall protection bonuses
Game Mechanic / Event. NPC's that will occasionally attack player cities that are not under a bubble, progressively getting harder until either the city suffers a defeat, or the player signs a truce.
Visuals - When an army crosses water, the army changes to a boat / boats.
Game Mechanic. Field Fighting. If two attacking armies meet, they fight in the field, instead of crossing each other and hitting the city. Ie. If two players attack each other at the same times.
Revision. Revamp "The Harbor" structure to be a monthly server progression event, in likeness to Westerosi Pass is to an individual.
New City Structure - Church / Temple / Prayer House. In exchange for gold can be gifted a various bonus. The higher the structure level, the higher the bonus and gold cost. Structure requires resources plus special item "worshippers/priest" to upgrade.
Crazy Game Mechanic. Research. "City Construction" Deploy a certain amount of troops (Or new unit settlers) to a spot on the world map to construct an outpost that can be increasingly developed. (Troops/Settlers are consumed) The outpost permenantly requires a deployment slot for its duration. Sending resources to the outpost increases the outpost level. (Resources are consumed) Outpost can be attacked and destroyed. Outpost can be garrisoned and/or reinforced. Outpost generate resources & various items dependant upon its outpost level and must be transported back to the main city. Attackers can steal the resources by destroying these outpost. This idea could be implemented into the smaller castles already on the map, so its limited and not causing server lag by having to many outpost.
Thanks for reading.
Translate |
|