Hachi
Waterwraith
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I am Oliby, Businessman of Legends. Fear my accounting!
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Post by Hachi on Oct 6, 2008 21:24:29 GMT -5
I'm trying to think of something new to add, if we start a new version of Pikmin Wars. What do you all think of allowing multiple bases? I'm also thinking we could abolish differences in shop prices plus Wildlife will no longer have to pay to run projects.
Extra bases requires 10 resources and 40 days to set up for Wildlife, 60 for Hocotatians. Each base will receive its own daily Petal gain, troop gain, and it's own factory limit. Factory limit will be lowered to 1 war machine and 1 base defense factory per base. A limit of 5 bases including the main HQ can be made.
A separate board for each part of the Pikmin world will be made. Each base will have its own separate log. They'll be place in the appropriate board.
Transferring resources and troops between bases require time. I'm toying with the idea that all transfer of resources must go through Happy Hocotate Saving and Loan, or All-Devouring Black Hole Loan Sharks. (Do you know what those two companies are?)
Differences between the classes
1. Hoco bases take longer to set up. This is due to setting up a machine to keep their life support going. Destroying the life support machine will force Hoco to rebuild it.
2. Hoco bases may have 2 war machine factories and 2 base defense factories. Wildlife may have 1 WM factories and 1 base defense factory.
3. Hocos have only 3 leaders, it makes it harder to maintain multiple bases. Wildlife can more easily obtain the max 5 bases.
4. Capturing the main HQ for Hocos results in a massive blow to morale or something. There will be some slight penalty for losing the main HQ. Wildlife don't have a main HQ.
5. To balance Wildlife's decentralized control, Hocos can still make more factories with superior technology.
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Post by Water Dumple on Oct 6, 2008 21:36:20 GMT -5
A very intuitive idea; however, I think this hurts Hocotatians too much. I think that Wildlifes should only be allowed two factories, one defense and one machines factory per base. Otherwise, it just makes Hocotatians worse and Wildlifes better, and we've already hurt them enough, I feel. Wildlifes will be able to get more total troops with more bases, and can manage them far better, so Hocotatians have to get some form of advantage. Maybe faster transport lines between bases or something.
Edit: Forgive me if I sounded reluctant, I was just pointing out what I think should be changed. I actually think this is a great idea, and would like to field it soon.
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Hachi
Waterwraith
Captain Oliby[A:0]
I am Oliby, Businessman of Legends. Fear my accounting!
Posts: 2,355
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Post by Hachi on Oct 6, 2008 21:41:19 GMT -5
Ah, I forgot that having more bases would overcome the extra factories. Yes, Wildlife should have 1 of each factory while Hocotatian have 2 of each.
Faster transportation between bases would also make sense for Hoco.
EDIT: But, how could we field test this? Maybe as a mini-game that goes twice the normal speed?
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Post by Water Dumple on Oct 6, 2008 21:44:01 GMT -5
Yar. Maybe they could make some sort of railroad to get around quickly. They could run on magnets, like our modern-day railroads do.
Oh, would these bases have their own resources as well? I think that makes sense. It would take projects to transport stuff from base to base, but Hocotatians could do it in half the time. Just an idea for some of the specifics.
Also, it might be nice if each base has one personal project slot, since once you hit five bases, your overall six will be a little spread out. This is a great idea, it could add a ton of additional strategy to the game.
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Hachi
Waterwraith
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Post by Hachi on Oct 6, 2008 21:51:18 GMT -5
Each base would have their own resources. Probably, no more then 1 PGC can be allow for the secondary bases.
I think that each base should have their own personal project slots. The main base has 6 project slots while the secondary ones could have 2-3 projects slots. I don't like the idea of spreading 6 project slots among the extra bases because it'll make it hard to keep track of.
Whatever characteristic we decide on, the secondary bases should be somewhat self-sufficient to make it easier to make a log for each base.
EDIT: And I agree on having Hocotatian transport their material between base faster.
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Post by Water Dumple on Oct 6, 2008 21:52:19 GMT -5
I like the way this sounds. Nonetheless, I don't think that we should make these too complicated; if we do, it'll take ages to update if you wait longer than a week. Here're my recommendations:
-3 bases allowed, maybe 4.
-10 resources for basic setup, 40 days for base and 60 for Hocotatians. Requires 1,000 Ordinary/100 Special troops to set it up.
-2 project slots per base.
-Maximum of 25,000 Ordinary troops or 2,500 Special troops per base. In terms of gain, that is. You can still send troops to guard a base. 1 extra Super allowed per base.
-4 Hoco. factories per base, 2 Wildlife factories.
-20 days to make life support if destroyed for Hocotatians. Must be built right away or all the Hocotatians in the base will die.
-Hocotatians can build transport railways/methods to transport resources. If done, resource/troop transport is twice as fast.
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Orangutan
Waterwraith
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Post by Orangutan on Oct 6, 2008 21:52:38 GMT -5
Yes! Best idea ever!
With WDs changes of course. But does that mean you would start out with one project slot because you have one base? Then Wildlifes could just rush Hocotians.
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Post by Water Dumple on Oct 6, 2008 21:56:55 GMT -5
Yes! Best idea ever! With WDs changes of course. But does that mean you would start out with one project slot because you have one base? Then Wildlifes could just rush Hocotians. The HQ base will be different.
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Meowzer
Waterwraith
The Picker of the 'Min
Pffffffffff
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Post by Meowzer on Oct 7, 2008 14:27:39 GMT -5
Brilliant idea. But if we move onto a new version with this soon, we will have to have more changes. A separate board for each part of the Pikmin world will be made. Each base will have its own separate log. They'll be place in the appropriate board. Care to explain?
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Post by tinfoilman on Oct 7, 2008 14:29:07 GMT -5
Here's an idea I have that goes along with this: Make a Universal Map. Then, it can be updated to show bases and stuff. This would eliminate confusion, I would think. It wouldn't have to be fancy, just a paint drawing, with a couple things (like areas) labelled. If we wanted to, we could even establish trade routes on the map. Just a thought.
I like the idea, but we definitely need to iron it out into specifics and maybe do a test-run before implementing it into the next version (which better not be for a long time).
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Rocky
Giant Breadbug
The Recombinant
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Post by Rocky on Oct 7, 2008 15:51:34 GMT -5
the only cutback for hocos is less captains. and with the wildlife's doing this, how will they remain one army with no leader? Edit: how long would it take to transport things: troops (how many), resources, etc. and could the methods be diverted/stopped/intercepted? Edit 2: would another base just be another project slot and troop gain thingy? reference to kaka. also, with that, would they just be outposts? Edit 3: i am being way to logical today.
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Hachi
Waterwraith
Captain Oliby[A:0]
I am Oliby, Businessman of Legends. Fear my accounting!
Posts: 2,355
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Post by Hachi on Oct 7, 2008 16:12:27 GMT -5
Brilliant idea. But if we move onto a new version with this soon, we will have to have more changes. A separate board for each part of the Pikmin world will be made. Each base will have its own separate log. They'll be place in the appropriate board. Care to explain? Currently, we have a Pikmin War board where all the army boards are posted. With multiple bases, it could be easier to make a board for each region of the Pikmin world. Example - Valley of Repose board, Perplexing Pool board, etc. Each base would get its own separate log. Each base log will go into the board that represent its location. So, a base in Dream Den would be placed in the Wistful Wild board. @ Rocky. Each base would be separate with its own troop and petal gain. It's resource will be separate and will have its own project slots.
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Rocky
Giant Breadbug
The Recombinant
Posts: 1,636
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Post by Rocky on Oct 7, 2008 16:15:19 GMT -5
@ hachi's response to meowzer: that would help with troop times for battle.
@ hachi's response to me: but how many? and you didn't answer my railroad question.
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Hachi
Waterwraith
Captain Oliby[A:0]
I am Oliby, Businessman of Legends. Fear my accounting!
Posts: 2,355
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Post by Hachi on Oct 7, 2008 16:20:10 GMT -5
Well, currently, no one has ever intercept an army or allies trading stuff, so I don't think it can be intercepted.
As to how many project each base can run, I mentioned it already. But for your reading convenience, I was thinking the secondary bases can have 2-3 project slots while the starting base has 6.
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Post by norbertk19 on Oct 7, 2008 16:21:04 GMT -5
There is a problem with wildlife not pay for projects. Wildlife could start 5 projects for supers the instant they start. When they're done they'll be able to rush hocatitians and instantly kill them.
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