devalorization idea: 2015-06-28 11:09:43 |
ps
Level 61
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Had an idea for a game feature, just wanted to throw it out there to see what people think before submitting it to uservoice.
The principle is to have ways to valorize or devalorize a bonus through time.
My initial idea was that whenever a bonus gets broken it would devalorize (so anyone finishing it again would get less armies per turn).
My original reasoning for this was that whenever you attack something to conquer it completely you end up mostly destroying it's resources and end up with something less valuable afterwards.
Then i had the idea that this could also be a card (sabotage or investment).
Could make for some interesting tactics.
I think this would require a cap on the settings to how much a bonus can devalorize or valorize, a certain percentage of it's initial value. Otherwise the game could turn into a "dodge the completion of a bonus to avoid it's negative income" kind of game.
Well, just an idea, let me know what you think. If people find it interesting enough i'll submit it to uservoice.
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devalorization idea: 2015-06-29 13:36:16 |
ps
Level 61
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thanks for the feedback! anyone else has any thoughts on this?
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devalorization idea: 2015-06-29 17:26:23 |
Hennns
Level 60
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I think this works best as a card, think of it as a sanction card- just for one bonus. That way it should also work with superbonus (like surveillance card), enable to adjust duration and percentage, and be simple to use/ hard to master. (also, just like sanc card a negative value increases the value of the bonus).
I quite like it :)
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devalorization idea: 2015-06-29 23:05:25 |
ps
Level 61
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Ghengis: well, my idea was that a territory could only devalue so much. a fixed percentage. So a territory starting to be worth 4 could only be devalorized to 2 or valorized to 6 for example.
ChrisCMU: hmmm
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