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发表: 17   谁浏览过: 79 users
20.01.2014 - 05:40
Idea 1: A button that improves the economy for money. Lets say you improve the economy by 20% the price will be how much income that 20% creates in say like, 10 turns, so if you buy this for a 1000 income province, it gets 20% so 200 income extra, the price will be 2k, because thats 10 turns the income of this extra 20%

Idea 2: a unit that creates money, need more thinking on that

noones suggestion:

作者: NoOne, 10.02.2014 at 22:35


It's not a bad idea, but it needs to have a sort of risk/reward system. What if when you improve the economy it makes it so you can't build units?

Here's an example: So let's say you want to improve the income of Berlin. You can increase Berlin's income by sacrificing how many reinforcements you are able to build in the capital. Let's say each reinforcement sacrificed improves the economy by 5% of the normal economy. So you can sacrifice 8 reinforcement and improve Berlin's economy by 40%. Then when reinforcement turn comes the economy goes back to normal.

*When i say sacrifice i don't literally mean we'd be sacrificing the fictional soldiers in game. Just imagine they're being added to the workforce for a few turns.
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20.01.2014 - 10:38
 KYBL
UN games will be even worse because you can sit there investing money without having to fight anyone.
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20.01.2014 - 10:56
This idea is really bad if you are thinking to improve Ukraine economy then yes.
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20.01.2014 - 11:00
Anything that demotivate players to fight are bad, so
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"Whenever death may surprise us, let it be welcome if our battle cry has reached even one receptive ear and another hand reaches out to take up our arms".
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20.01.2014 - 11:11
If admins repair it! maybe they will some day :3
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20.01.2014 - 14:16
I had proposed the idea to like 10 players and they were all like great idea, goddamnit why is atwar so ignorant
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20.01.2014 - 14:39
作者: Goblin, 20.01.2014 at 14:26

Because it sounds ridicilous. Specialy idea number 2: unit that creates money.

Goblin, for idea #2 he can put whores xaxa they make money, dont they? :3
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"My words are my bullets."-John Lydon


Spart is love
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20.01.2014 - 14:41
Yea like hacker unit :3
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20.01.2014 - 14:48
Guys, WE WANT WHORES UNIT!! WE WANT WHORES UNIT! WE WANT WHORES UNIT!!!!! GIVE US OUR WHORES!
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"My words are my bullets."-John Lydon


Spart is love
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21.01.2014 - 00:49
My unit that creates money is more for like a custom scenario, where, depending if someane did something well, he gets a certain amount
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21.01.2014 - 01:28
Black Hole
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作者: OKELEUK, 21.01.2014 at 00:49

My unit that creates money is more for like a custom scenario, where, depending if someane did something well, he gets a certain amount
It would be intresting if it couldn't move and be only in cities.
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21.01.2014 - 02:54
作者: bullet86, 20.01.2014 at 14:39
Goblin, for idea #2 he can put whores xaxa they make money, dont they? :3
Or lawyers.
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30.01.2014 - 21:27
Lol make it like part of GC. Inf op defense tanks op offensive and give like sentries make 5 dollars a turn xaxa
-Freeland
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-Freeland how cliche after every post.
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03.02.2014 - 10:43
作者: Freeland, 30.01.2014 at 21:27

Lol make it like part of GC. Inf op defense tanks op offensive and give like sentries make 5 dollars a turn xaxa
-Freeland

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03.02.2014 - 14:32
What if it was only buildable in capitols and was limited to a certain amount? It would sort of be like an investment, you pay money a large price and get the income overtime, at the same time theres a slight risk that the city could be captured.

Instead of an income boost button, what about a share economy button?
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Capitalism, Ho!
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10.02.2014 - 22:35
作者: OKELEUK, 20.01.2014 at 05:40

Idea 1: A button that improves the economy for money. Lets say you improve the economy by 20% the price will be how much income that 20% creates in say like, 10 turns, so if you buy this for a 1000 income province, it gets 20% so 200 income extra, the price will be 2k, because thats 10 turns the income of this extra 20%

Idea 2: a unit that creates money, need more thinking on that

It's not a bad idea, but it needs to have a sort of risk/reward system. What if when you improve the economy it makes it so you can't build units?

Here's an example: So let's say you want to improve the income of Berlin. You can increase Berlin's income by sacrificing how many reinforcements you are able to build in the capital. Let's say each reinforcement sacrificed improves the economy by 5% of the normal economy. So you can sacrifice 8 reinforcement and improve Berlin's economy by 40%. Then when reinforcement turn comes the economy goes back to normal.

*When i say sacrifice i don't literally mean we'd be sacrificing the fictional soldiers in game. Just imagine they're being added to the workforce for a few turns.
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[img]Picture[/img]
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15.02.2014 - 13:38
Terrible idea for this game

Although if you were talking about converting reinforcements for cash that is also a terrible idea, perhaps a unit cap eg 500,750,1000 imits available in game options that will stop players sitting on their own continent massing troops while the rest of the players are at war

still a silly idea though
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