Home Forums Development Idea for Tiered Production Facilities

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  • #4566
    owen
    Participant

    Hmm, anyone still here :p

    To increase the strategy a bit, I had the idea to make different tiers of minions. Higher minion tiers could only be accessible by building a larger room. Right now, border tiles give you 50% production efficiency, while inner tiles give you 100% production efficiency. Perhaps this system could be expanded upon.

    For instance, there could be three tiers of training room tiles, and three tiers of orc-type warriors. Each additional shell of training room tiles will increase the tier of all adjacent inner tiles.

    
    0 0 0 0 0 0 0
    0 1 1 1 1 1 0
    0 1 2 2 2 1 0
    0 1 2 3 2 1 0
    0 1 2 2 2 1 0
    0 1 1 1 1 1 0
    0 0 0 0 0 0 0
    
    

    Tier I: Orc
    Tier II: Harpy, Ogre
    Tier III: Troll

    Additionally, higher-tier creatures won’t train at maximum efficiency on low-tier tiles. So a Troll, for instance, would need a lot of tier-III tiles in order to train quickly.

    On a tier-3 tile, it would train at 1/1 = 100%,
    On a tier-2 tile, it would train at 1/2 = 50%,
    On a tier-1 tile, it would train at 1/3 = 33%,
    On a tier-0 tile, it would train at 1/4 = 25%,

    The idea here is a mechanism that promotes strategic decision making that also makes use of the features that are already present the game. Of course, this also requires some other mechanic that doesn’t allow the player to train indefinitely before he is forced to defend himself.

    • This topic was modified 8 years, 3 months ago by owen.
    #4579
    Keeperman
    Participant

    The tier calculation might have to be iterative.

    When a tile is created, make it tier 2 if it is surrounded by tiles of tier 1+
    When a tile becomes tier 2, push other tiles to tier 3 that are now surrounded 2+
    When a tile becomes tier 3, push other tiles to tier 4 that are now surrounded 3+
    When a tile becomes tier 4, push other tiles to tier 5 that are now surrounded 4+

    The existing efficiency system already works though. Might be easier just to attract creatures when you have enough total efficiency in a particular room type.

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