Tithing

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Reylan Talonspyre
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Tithing

Post by Reylan Talonspyre » Sat May 11, 2013 12:32 am

So I was thinking about tithing, which is probably a mistake since my crazy thoughts are always disruptive. I was thinking about how tithing could be made special. One such way is this:

"My lord! Your donation to the Church of Angelique has granted you a great boon. A convert from a rival kingdom has provided detailed information on one of our enemies!"

In this scenario, the tithe would provide a singular scout on any kingdom in the game from the opposing two factions. The player would type in the number of the kingdom in a screen that pops up after the tithe that initiated the message. That kingdom's information would then be added to the UB just as if you had scouted it yourself.

This gives a scum benefit to tithing, much like how building, war, and sorcery all get benefits from tithing. Land to build on, city converting, forts (not sure about this one), and shields/fogs getting put up.

Just a thought. Something random that will, in the end, have little game affect.

I would even go as far as to say that this happens 1% chance each tithe from a kingdom.
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Kaz
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Re: Tithing

Post by Kaz » Sat May 11, 2013 1:52 pm

This forum seems to be sliding towards a `changes I'd like` forum rather than a forum for the guilds game. We have a development environment. If you are interested in helping shape the games future (and understanding where my developmental priorities lie) get in touch about helping test the dev client.

With regards to this suggestion, it's essentially asking for a way to get scouts of the larger kingdoms who nobody can get scouts of. A system that allows any old kingdom to get a free no risk scout of a player who might be risking their kingdom in order to be unscoutable isn't fair.

The occasional fog spell, or set of buildings that you get from tithe are not random 1 in X chance upgrades. They are replacements for the old system of bonuses that gave you troops during the tithe phase. Each bonus happens in sequence, once per kingdom. As the troops were actually a hindrance rather than a help, and people would just downsize them anyway, I added some replacements that were more suited to the build phase.

A one-time bonus of a no risk to cast defensive spell, is not the same as a free scout of any kingdom every 100 tithes.
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Reylan Talonspyre
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Re: Tithing

Post by Reylan Talonspyre » Sat May 11, 2013 4:03 pm

Kaz, may I suggest a Suggestions forum instead. A place where all this can go. You are right it doesn't belong in the Guilds forum. It would be a place for discussion. Yes, I am sure you have development priorities, but really many of us are just spouting ideas to you. They may contrary to that development priority, but we wanted to just throw it out there. Ideas have a way of inspiring people, maybe ours will help inspire you or give you another idea like Restore.

Who knows? I don't. ;-)
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Re: Tithing

Post by Kaz » Sat May 11, 2013 7:16 pm

There is already a Sub-Forum under News for site suggestions and a Sub-Forum under NPA for game suggestions. These take you to the PM screen and have auto-filled the 'to' to send a message to the Staff team. This is my preferred method of getting a random idea to the staff team.

There is also a development forum that is open to the people who are helping test changes in the development environment, and another one in the second section of the community forums. The problem with large open forums for suggestions is that 'everybody' has some great idea that 'they think' would make the game better. Most of them take the game down the road to becoming something totally different, another large bulk 'seem' simple, but actually require a huge recode.

I tend to discuss stuff in the most active 'game' forum, but generally only when the change is already on the agenda

In the end, unless the change is bug fix, aesthetic or a small easy to do tweak, it's not going to make it to the top of the list.

My overriding priority at the moment is aesthetic changes working towards making screens easier to use, and eventually switching to screens that use art from the long-term artwork project. Secondary priorities are resolving any issues with the guilds system, trying to build a roleplay environment that people actually take part in, and perfecting the restore system.
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
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