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edits
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= Coming/Wanted = | = Coming/Wanted = | ||
'''In no order''' | '''In no order''' | ||
== 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 == | ||
Players at level | Players at some level (5?) get one "module". Next level gives you one more etc. All modules have the players color. | ||
=== Harvest factory === | === Harvest factory === | ||
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* 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?) | * 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?) | * 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. | * When a level is reached, the best donators receives something. The "top" shall be visible when visiting the building. | ||
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=== Monolith === | === Monolith === | ||
"single player building": - other people see it and may do only a little with it. | "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) | ||
* Needs one module to operate. | * Needs one module to operate. | ||
* May only be build by player at level 8 or better | * May only be build by player at level 8 or better | ||
* Lasts forever | * Lasts forever (or until owner removes it?) | ||
* Lets you get something from players doing stuff in nearby area, a bonus on collecting or something. | |||
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) | ||
== Bug handling == | == Bug handling == |