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GOLD: Camelot's most needed useless resource

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  • GOLD: Camelot's most needed useless resource

    There have been several people talking about their frustrations with the short shelf-life and limited needs for this resource.

    I have combined several batches of half-baked-idea-cookie-dough, added a cup of sugar, a teaspoon of salt and dash of RafeSeasoning.

    Now, please enjoy a bite of these tasty KabamCookies!!!!!


    The first KabamCookie: A MARKET :

    There can be several twists on how this marked could work, but here are a few of my big suggestions:
    • The MARKET is an upgradable building you can build in your city.
    • It has 2 main functions:
    • 1) Allow you to trade GOLD to the computer for other resources at a 2:1 ratio (which can change based upon building-level).
    • 2) Allow you to post "bundles" of resources up for sale that alliance members can purchase from you.
    • You can view the 'bundles' an ally has up for sale by clicking on their name in the "Alliance>Members" screen.
    • The 'bundle' contents, as well as their selling value can be set by utilizing the standard "resource selection" window.
    • The purchasing user, must send the appropriate number of supply-carriers to the sellers city. (just like the standard 'transport' process). However, in this case it's as if the purchaser is sending the payment... then bringing home the goods. (the selling player does not need to send supply-carriers.)
    • An optional (just for fun) feature is to have a 'traveling-merchant' that stops by your market. (His arrival could be strategically timed, randomly timed, announced, unannounced, and when he IS CURRENTLY visiting your cities' market, the market-sprite should have a flag(or some visual distinguisher.))
    • The purpose of the 'traveling-merchant' is to simulate fluctuating market-values for resources by offering to sell/buy them for an X:1 ratio.

    As you can see, this MARKET feature alone adds to the usefulness of GOLD by nearly 300%!!! It can also be easily implemented into the game since all the major screens needed to facilitate are already created and in use right now!

    The second KabamCookie: A TAVERN:

    Yes, the concept and use for the tavern is simple, so I'll keep it short:
    • The TAVERN is an upgradable building you can build in your city.
    • Its main purpose is to help offset your cities 'happiness', therefore allowing your population to rise, which in turn, increases your tax revenue.

    The TAVERN introduces a great way to not only raise your GOLD income, but gives users the ability to leverage their cities' real-estate for buildings other than 80% cottages.

    The third KabamCookie: YOUR KNIGHTS:

    • My Chancellor: KingOreo, had a great idea to implement a feature to 'buy' EXP for your knight's.
    • He suggested a 'school- type' system (similar to researching technology, where TIME and GOLD could raise the EXP of selected Knight(s)). You can click HERE to read his post.
    • Obviously some thought would need to go into the mechanics of this feature so it does not cause any in-game balance issues AND so it does not interfere with the sales of Kabam's Gems ('Training with Arthur' etc.) .

    As you can see, there are several possibilities for this feature to help increase the shelf-life of GOLD. I support KingOreo's suggestion!

    The fourth KabamCookie: YOUR TROOPS:

    • KingOreo brings up another good point where "we"(the lords and ladies) are giving the shoulders free food. )). You can click HERE to read his post.
    • Now, one could argue the technicality that we're not 'paying' the shoulders an hourly wage for their duties, however, I suggest 2 things that will benefit all players in different ways.
    • 1) A "WAGE- SLIDER": Under the "Tax Rate" slider-bar in your castle, there should be a "Wage Balance" slider-bar. One side is GOLD and the other side is FOOD. You can now adjust your solders' "form of payment". The more to the left your dial is, the more GOLD you will 'pay' your troops, the more to the right your dial is, the more FOOD you 'pay' your troops.
    • 2) Let's face it, troops that are encamped must lighten the 'upkeep cost' as a large portion of the troops should be able to "live off the land". I'm not saying eliminate their upkeep cost if they're encamped... but c'mon. :-P

    If I were a betting man, I would say these changes to the game would take Kabam's engineers less than 2 hours to integrate. ^_^ easy!


    The fifth KabamCookie: RECALLING YOUR ARMY:

    Everyone has been asking for an option to recall troops. Well, here's my suggestion: (This feature would also work for 'transport', 'reassign' and 'reinforce' commands)
    • A) It will cost GOLD.
    • B) It would not be an instant process.
    • C) It would be like paying private rangers to rush to your army and relay the message to turn around.
    • D) The rangers' speed would be based upon the amount of GOLD paid(up to 225% of the armies' marching speed).
    • E) The army would still take the time to return from wherever they were when they were ordered to return.
    • So, If you sent your army off on a 50 minute march, and you sent the RECALL ORDER 25 minutes after the army's departure, at max-ranger-speed(full GOLD commission) the news would reach your army nearly 75% into their march. (at that point they would turn around and begin the journey home.)

    So obviously, it would greatly benefit the user to quickly notice they had made a mistake in sending the army so they can allow the rangers enough time to deliver the RECALL ORDER.
    Handling the RECALL feature this way could also be a deterrent from people abusing the RECALL system. (then again, it may become a battle tactic. Either way, it is a game of battle and conquer!) ^_^



    I WILL POST SCREENSHOTS OF MY PROPOSED IDEAS ONCE I HAVE A MOMENT TO DESIGN THEM ^_~

    ... IN THE MEANTIME, PLEASE TAKE A LOOK AT MY THREAD REGARDING THE "NEW ALLIANCE CHAT SCREEN"


    I'm Rafe, and thanks for reading!

  • #2
    This is great! Good job!

    Comment


    • #3
      Great ideas Rafe, I think those additions woukd really make it a 'living city'. You coukd also include potential 'risk' items like disease, plague etc, that could potentially kill crops or people, unless you protected them or bought 'health'.
      Maybe this suggestion is too macabre, but I love the idea of a 'living, developing' city.

      Keep up all th great suggestions!

      Comment


      • #4
        KOC already had a market

        I played KOC on facebook a couple of years ago and I'm pretty sure it already had a marketplace. Was a bit surprised when I couldn't find it on the iPhone version. So yes I definitely support this even if it's not an original suggestion.

        Comment


        • #5
          here we go again with great insights and suggestions, I will discuss this with the engineers... can't promise anything though ok ?

          Comment

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