Post by Water Dumple on Jun 22, 2008 19:39:03 GMT -5
Here's the stuff from the "New version discussion thread". Just in case we don't restart before the death wipe, here are the changes we agreed on, and will probably be almost all of them.
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1. Resource changes. Basically, if you wanted to make a war machine out of Iron, it would take 1 unit of Iron to do so. An average building, such as an RC, would take 4. There would perhaps be some kind of general, open-to-all store where you could spend Petals to buy resources. There would also be a limit on Petals, probably...3,000, so you couldn't just hoard 'em up and then cart home a load of Titanium. Also, for a significant number of Petals, you could get a mine installed that would make a unit of that resource every day or several days. See, while it might sound a little funky, the system keeps new players from jumping right into Steel, Stainless Steel, Titanium, and so forth. You'll have to work your way up a bit. And there will definitely be "Classes," so to speak, based on how long you've been playing, to prevent players from easily hurting new ones since they'll be much better-equipped in terms of armor.
2. Ammunition changes. For the most part, it's gone now. So if you made a basic tank, its machine gun and main cannon wouldn't use any kind of ammunition that counts down from a number. However, it does still use a specific type of ammo, and to use said ammo, you'd have to do a 20+ day project to research that ammo. Then you could use it in your war machines, defenses, and so on. (Ex: "Research Blast Rock ammo (20/20 Days) However, base-to-base weapons and particularly huge defenses/war machines/etc would take from a kind of ammo, with a number on how much you have (Just like in the first version). To use a well-known one, the Comet Crasher Launcher would have a number of Comet Crashers it could hold at a time. If you used a big 'ol project to make a big 'ol bomb, you'd only have one of that bomb. Get th' picture?
3. Now, you can choose one of two classes for your army. If you want to play as similarly to the last version as you can, pick the Wildlife class.
Hocotatian Army:
Pros
- Projects don't cost petals.
- Can construct two additional factories, defenses or war machines.
- Can create "non-Pikmin" weapons, such as spaceships or weapons that don't fit in with the Pikmin world. In another words, more advanced tech.
- Can build a Spaceship/Rocket and upgrade it a lot (50 - 200 days for the base project)
- When the Captain is around, the troops are very intelligent.
Cons
- Can only use Pikmin and Bulbmin for troops.
- Captain is sole leader and not very strong.
- When the Captain isn't there, the troops are idiots.
Wildlife Army:
Pros
- Can use Supers.
- Can use multiple species for much more versatility.
- Has no leaders. This means that troops are always at a set level of intelligence, which is fairly good based on instincts and training.
Cons
- Needs more Petals to operate than the Hocotatian class.
- 2 fewer factories than the Hocotatian class.
- Technology isn't as good as the Hocotatian class'.
4. Here is the store, as mentioned in number 1. Needs changing/suggestions!
Most Used
Wood Piece-10 Petals
Mill-500 Petals (1 piece every 2 days.)
Stone-15
Quarry-750 (1 piece/2 days)
Iron-25
Mine-1,000 (1/4)
Steel-50
Mine-1,500 (1/5)
Stainless Steel-250
No Mine Available
Aluminum-20
Mine-850 (1/3)
Titanium-500
No Mine Available
HF Rocket Metal-Random Events Only!
No Mine Available
Others
Water Pebble-25
Automatic Gathering Machine-800 (1/3)
Tin-25
Mine-900 (1/4)
Quartz-30
Mine-1,100 (1/4)
Brass-20
Mine-750 (1/3)
Clay-20
Automatic Gathering Machine-750 (1/3)
Kiln-500 (Turns into Hard Clay instantly)
Hard Clay-30
No Gatherer Available
Coal-35
Mine-1,000 (1/4)
Refinery-750 (Turns into Refined Coal instantly)
Refined Coal-65
No Mine Available
Copper-35
Mine-1,250 (1/5)
Nickel-25
Mine-850 (1/4)
Cobalt-75
No Mine Available
Tar-65
Automatic Gathering Machine-1,500 (1/6)
Silver-300
Mine-1,500 (1/20)
Gold-500
Mine-2,000 (1/30)
Platinum-750
No Mine Avaiable
==========
Please comment and give suggestions. If the store isn't balanced almost perfectly, the game could fall out of order.
=====
1. Resource changes. Basically, if you wanted to make a war machine out of Iron, it would take 1 unit of Iron to do so. An average building, such as an RC, would take 4. There would perhaps be some kind of general, open-to-all store where you could spend Petals to buy resources. There would also be a limit on Petals, probably...3,000, so you couldn't just hoard 'em up and then cart home a load of Titanium. Also, for a significant number of Petals, you could get a mine installed that would make a unit of that resource every day or several days. See, while it might sound a little funky, the system keeps new players from jumping right into Steel, Stainless Steel, Titanium, and so forth. You'll have to work your way up a bit. And there will definitely be "Classes," so to speak, based on how long you've been playing, to prevent players from easily hurting new ones since they'll be much better-equipped in terms of armor.
2. Ammunition changes. For the most part, it's gone now. So if you made a basic tank, its machine gun and main cannon wouldn't use any kind of ammunition that counts down from a number. However, it does still use a specific type of ammo, and to use said ammo, you'd have to do a 20+ day project to research that ammo. Then you could use it in your war machines, defenses, and so on. (Ex: "Research Blast Rock ammo (20/20 Days) However, base-to-base weapons and particularly huge defenses/war machines/etc would take from a kind of ammo, with a number on how much you have (Just like in the first version). To use a well-known one, the Comet Crasher Launcher would have a number of Comet Crashers it could hold at a time. If you used a big 'ol project to make a big 'ol bomb, you'd only have one of that bomb. Get th' picture?
3. Now, you can choose one of two classes for your army. If you want to play as similarly to the last version as you can, pick the Wildlife class.
Hocotatian Army:
Pros
- Projects don't cost petals.
- Can construct two additional factories, defenses or war machines.
- Can create "non-Pikmin" weapons, such as spaceships or weapons that don't fit in with the Pikmin world. In another words, more advanced tech.
- Can build a Spaceship/Rocket and upgrade it a lot (50 - 200 days for the base project)
- When the Captain is around, the troops are very intelligent.
Cons
- Can only use Pikmin and Bulbmin for troops.
- Captain is sole leader and not very strong.
- When the Captain isn't there, the troops are idiots.
Wildlife Army:
Pros
- Can use Supers.
- Can use multiple species for much more versatility.
- Has no leaders. This means that troops are always at a set level of intelligence, which is fairly good based on instincts and training.
Cons
- Needs more Petals to operate than the Hocotatian class.
- 2 fewer factories than the Hocotatian class.
- Technology isn't as good as the Hocotatian class'.
4. Here is the store, as mentioned in number 1. Needs changing/suggestions!
Most Used
Wood Piece-10 Petals
Mill-500 Petals (1 piece every 2 days.)
Stone-15
Quarry-750 (1 piece/2 days)
Iron-25
Mine-1,000 (1/4)
Steel-50
Mine-1,500 (1/5)
Stainless Steel-250
No Mine Available
Aluminum-20
Mine-850 (1/3)
Titanium-500
No Mine Available
HF Rocket Metal-Random Events Only!
No Mine Available
Others
Water Pebble-25
Automatic Gathering Machine-800 (1/3)
Tin-25
Mine-900 (1/4)
Quartz-30
Mine-1,100 (1/4)
Brass-20
Mine-750 (1/3)
Clay-20
Automatic Gathering Machine-750 (1/3)
Kiln-500 (Turns into Hard Clay instantly)
Hard Clay-30
No Gatherer Available
Coal-35
Mine-1,000 (1/4)
Refinery-750 (Turns into Refined Coal instantly)
Refined Coal-65
No Mine Available
Copper-35
Mine-1,250 (1/5)
Nickel-25
Mine-850 (1/4)
Cobalt-75
No Mine Available
Tar-65
Automatic Gathering Machine-1,500 (1/6)
Silver-300
Mine-1,500 (1/20)
Gold-500
Mine-2,000 (1/30)
Platinum-750
No Mine Avaiable
==========
Please comment and give suggestions. If the store isn't balanced almost perfectly, the game could fall out of order.