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= Coming/Wanted =
= Coming/Wanted =
'''In no order'''
'''In no order'''
== Team remake ==
* [[Team Remake]] - Partially made


== Contact center ==
== Contact center ==
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== Facilities ==
== Facilities ==
* Facilities/upgrades without power has no or less effect
* Facilities/upgrades without power has no or less effect
== 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 ==
Cooperation building - people may interact with it
Players at some level (5?) get one "module". Next level gives you one more etc. All modules have the players color.
ideas: (maybe I just want some of them) - https://plus.google.com/u/0/+ErikMelkersson/posts/RihtGHzbhNM
 
* You may be involded in a building on the ground
=== Harvest factory ===
* It should cost to build such a thing.
Cooperation building - many people may interact with it
* A building requires at least 3(?) players involved to be active. (one per color is best)
 
** Maybe have a "module" per level you are, that may be inserted into those?
Building
* Players may "harvest" from it. Daily or something.
* One player of level 7 or better may build it. It cost 1000 crystals per type.  
* A building gives something to the involved people
* Initially the building has space for 5 modules, one of each color.
** Whenever someone harvest from it
* 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)
** Maybe score too?
 
* A cost to upgrade, the best contributor(s) per levels get something.
Harvesting
** You may only contribute max X per day or something.  
* All players visiting the location may harvest from it once per day, the player receives something.
* It may be moved a certain path per user and day
* 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.
=== 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)
* Costs significant amount to build (so you only will build it where people will actually see it or harvest nearby)
* Lasts forever
* Needs one module to operate.
* Lets you get something from players doing stuff in nearby area, a bonus on collecting or something.
* May only be build by player at level 8 or better
* Other players may contact you from the monolith.
* 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)
* Does it have a color? (For example a blue monolith, maybe just affects collecting blue crystals)
* Limit on number of monoliths?


== Bug handling ==  
== Bug handling ==