Realm alert/Income Control
Posted: Sun Jan 25, 2009 4:17 pm
Well most all are use to the realm alert features of other games, and while I don't really want this to be "other games" I feel the feature allowed for something that will be desperately needed in Origins, and thats Income Control.
Origins is unique in the fact that "Military Units" consisting of Att and Def men are the highest income producers, coupled with the fact that a large "general population" defined as UU as create income. This poses a unique problem to Origins. If your income is to large, the normal reaction is to increase your defense, but by doing so you increase your income as well. That is the unique problem. When the cure causes the problem.
It is highly prevalent in the beta stage now with the skewed weapons strengths as they are, but I wonder if it will do the same in the live version. When new accounts start 3 or 6 months after live release, will they be able to build a def to protect their income? or will they just be making themselves better farms in the long run?
I propose the Discussion of a "Real" alert level. True to its real name. A level that increases both covert awareness and defensive potential, at the cost of your income.
I do suggest it has real down side to it as well. It should not be something switched on and off at will, but should be a committment such as 8 to 12 hrs. Possibly even a lowering of Strike potential as they are looking/expecting an attack against them.
Discussion please.
possible set up being
Relm alert 1 normal business/relaxed military
All stats completely unaltered
Relm alert 2 Few reports of neigboring attacks
20% income decrease
5% Def power increase
10% covert increase
5% Att power decrease
Relm alert 3 Know hostiles in the area
35% income decrease
10% Def power increase
25% covert increase
10% Att power decrease
Relm alert 4 Ship/men sightings
50% income decrease
15% Def power increase
40% covert increase
15% Att power decrease
Relm alert 5 Imanant Attacks present
70% income decrease
20% Def power increase
50% covert increase
20% Att power decrease
something similiar, feel free to change the #'s
Origins is unique in the fact that "Military Units" consisting of Att and Def men are the highest income producers, coupled with the fact that a large "general population" defined as UU as create income. This poses a unique problem to Origins. If your income is to large, the normal reaction is to increase your defense, but by doing so you increase your income as well. That is the unique problem. When the cure causes the problem.
It is highly prevalent in the beta stage now with the skewed weapons strengths as they are, but I wonder if it will do the same in the live version. When new accounts start 3 or 6 months after live release, will they be able to build a def to protect their income? or will they just be making themselves better farms in the long run?
I propose the Discussion of a "Real" alert level. True to its real name. A level that increases both covert awareness and defensive potential, at the cost of your income.
I do suggest it has real down side to it as well. It should not be something switched on and off at will, but should be a committment such as 8 to 12 hrs. Possibly even a lowering of Strike potential as they are looking/expecting an attack against them.
Discussion please.
possible set up being
Relm alert 1 normal business/relaxed military
All stats completely unaltered
Relm alert 2 Few reports of neigboring attacks
20% income decrease
5% Def power increase
10% covert increase
5% Att power decrease
Relm alert 3 Know hostiles in the area
35% income decrease
10% Def power increase
25% covert increase
10% Att power decrease
Relm alert 4 Ship/men sightings
50% income decrease
15% Def power increase
40% covert increase
15% Att power decrease
Relm alert 5 Imanant Attacks present
70% income decrease
20% Def power increase
50% covert increase
20% Att power decrease
something similiar, feel free to change the #'s