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Road Map: Difference between revisions

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* <s>Member count in team: Make it so team members can contribute to the cost of the next level and have bars for the 5 colors. (pick the cost, and current levels from the existing team member hq)</s>
* <s>Member count in team: Make it so team members can contribute to the cost of the next level and have bars for the 5 colors. (pick the cost, and current levels from the existing team member hq)</s>
* <s>+ and - om draggable amount selector in trade, or ability to enter number - the +/1 was added</s>
* <s>+ and - om draggable amount selector in trade, or ability to enter number - the +/1 was added</s>
* <s>Make codes more obvoius what they are to new players. Establish contact action on contact codes in the chat (chat messages with codes are marked so they may be handled diffently) - 1.6.6</s>


= Coming/Wanted =
= Coming/Wanted =
'''In no order'''
'''In no order'''


== Team remake ==
== Contact center ==
* [[Team Remake]] - Partially made
* Extra facility and/or ability to pay some crystals to ...
* ... do a "give contacts check" on a person. Gives you a list of contacts you have, but the other one don't.


== Contact center ==
== Facilities ==
* Extra facility
* Facilities/upgrades without power has no or less effect
* Ability to pay some crystals to do a "give contacts check" on a person. Gives you a list of contacts you have, but the other one don't.
 
== Energy ==
Today different actions like extracting a treasure etc may be done once per time unit and then you wait until you may do that actions again.
 
New idea:
* You have an amount of energy. A "bar" with a max value.
* The energy slowly increase up to the max value over time.
* The max of the energy could increase a little for every level you gain.
* When you do an action (example: extract a treasure) it costs energy.
* The facility (example: Treasure finder) set the amount of energy it costs. (Today the recharge time is exponentially decreasing per level, instead the energy cost would be decreasing in the same way)
* This way you could choose what to use your energy on, just extracting treasures
 
Some comments:
* Radar, would use same energy.
* Planned other types of "treasure hunts" would use the same energy.
* Spawning workers could be done in the same way?
* The energy could also be used for upgrading planned ground buildings, instead of having a limit on the number of crystals you may donate per time unit, the limit is how many energy you have.


== Ground buildings ==
== Ground buildings ==
ideas: (maybe I just want some of them) - https://plus.google.com/u/0/+ErikMelkersson/posts/RihtGHzbhNM
Players at some level (5?) get one "module". Next level gives you one more etc. All modules have the players color.
* You may be involded in a building on the ground
 
* It should cost to build such a thing.
=== Harvest factory ===
* A building requires at least 3(?) players involved to be active. (one per color is best)
Cooperation building - many people may interact with it
** Maybe have a "module" per level you are, that may be inserted into those?
 
* Players may "harvest" from it. Daily or something.
Building
* A building gives something to the involved people
* One player of level 7 or better may build it. It cost 1000 crystals per type.
** Whenever someone harvest from it
* Initially the building has space for 5 modules, one of each color.
** Maybe score too?
* Players at location may insert one "module" into it. The modules remain until the player him/herself removes them. (Removal may be done from a distance)
* A cost to upgrade, the best contributor(s) per levels get something.
 
** You may only contribute max X per day or something.  
Harvesting
* It may be moved a certain path per user and day
* All players visiting the location may harvest from it once per day, the player receives something.
* The one building the building and all players having modules receives something when a player harvest. (not yourself)
* The output of the building depends on the number of modules in it. (Really lousy with just one or two)
 
Upgrading
* When at a new level, it gets space for another set of modules. I.e. first one of each color, then two of each colors etc.
* It costs a lot of crystals to upgrade the building. Increasing for every level. (Idea: 10k, 20k, 30k, 40k, or maybe times sqrt(2) for every level?)
* All players at the location may donate crystals to the construction. Max 1 donation at a max limit per day and user. (Maybe 100 per user and day?)
** And/or if Energy is introduced, the energy may be used for upgrading.
* When a level is reached, the best donators receives something. The "top" shall be visible when visiting the building.
 
What you get from harvesting, having modules inserted and building it (Just ideas)
* On 1-5 modules, crystals
* On 6-10 modules, transmitter parts too
* On 11+ modules, receive team credits and/or personal score
* The setup of module colors influence the color of what you receive
* The builder gets score in that area for every module currently inserted?
 
Related: https://plus.google.com/u/0/+ErikMelkersson/posts/RihtGHzbhNM
 
=== Monolith ===
"single player building":  - other people see it and may do only a little with it.
 
Building:
* Costs significant amount to build (so you only will build it where people will actually see it or harvest nearby)
* Needs one module to operate.
* May only be build by player at level 8 or better
* Lasts forever (or until owner removes it?)
 
Purpose:
* Lets you get something from players doing stuff in nearby area, a bonus on collecting or something. Including yourself.
 
Other players:
* May contact you from the monolith.
 
Ideas:
* Does it have a color? (For example a blue monolith, maybe just affects collecting blue crystals)


== Bug handling ==  
== Bug handling ==  
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* Report errors I catch with analytics. For example when paring data from server
* Report errors I catch with analytics. For example when paring data from server
* Analytics with waiting for server times
* Analytics with waiting for server times
== "Customizable" UI ==
Add the ability to set what icons is displayed as tabs and what are in the menu. Also add ability to change order.


== UI feature requests ==
== UI feature requests ==