bulbmin
Fiery Bulblax
BLU Scout[A:3]
Ooh hoo hoo, ya gun shoots medicine. That's intimidatin'.
Posts: 762
|
Post by bulbmin on Nov 21, 2008 11:40:48 GMT -5
If we go with the idea of our armies each being small nations, then the traders could just be very minor trading civilizations that aren't big enough to support an army.
I think official trade routes would be a good idea and would add a lot more strategy. For example. let's say Player A wants to trade with Player B. Player A must first establish a trade route with Player B. It could take a project, some petals or both to do this. The same principles apply to trading with a minor race - you have to establish a trade route with them first. The idea could also be expanded so that you need to build routes between even your own babes to transport things, like we said before.
I feel that this would add a depth of strategy to sides of the game other than battles. For example, if you have a trade route with someone, and he doesn't like something you plan on doing, he can declare an embargo on you. This gives options other than going to war with someone. Equally, you could send troops to blockade an opponent's trade route. This would prevent the route from being used until he sent a force to destroy your troops in battle. This could be vitally important before a battle, because if you station some troops on the routes entering the base you're attacking, the opponent will have extreme difficulty in reaching his base with reinforcements. But you have to be careful - the troops you send to blockade can't take part in the battle. If you send too many, your attack might be too weak. Send not enough, and the enemy reinforcements could smash right through them.
|
|
Orangutan
Waterwraith
Kaw Kaw Bird
Posts: 2,294
|
Post by Orangutan on Nov 21, 2008 17:21:02 GMT -5
Agreed.
|
|
|
Post by Water Dumple on Nov 21, 2008 21:49:25 GMT -5
I agree with Bulbmin.
Other suggestions:
-Factories can make stuff up to 60 days in length rather than only 40. -Stainless Steel can be used to make aircraft.
Small things I think should go into the next version. In aircraft, we kinda only have the weak and the uber...nothing in-between.
|
|
|
Post by norbertk19 on Nov 21, 2008 21:55:46 GMT -5
I agree. Aircraft should be allowed to be built with more metal. Wood sucks and no-one has enough petals to consistantly get them titanium or H.F metal. So alluminium's all you got and that's not to great either.
|
|
Waffle-SS
Gatling Groink
The Administrator[A:0]
This means WAR, MAGGOTS!
Posts: 997
|
Post by Waffle-SS on Nov 21, 2008 22:45:17 GMT -5
I agree with Bulbmin. Other suggestions: -Factories can make stuff up to 60 days in length rather than only 40. -Stainless Steel can be used to make aircraft. Small things I think should go into the next version. In aircraft, we kinda only have the weak and the uber...nothing in-between. I am Luftwaffle and I approve this message.
|
|
bulbmin
Fiery Bulblax
BLU Scout[A:3]
Ooh hoo hoo, ya gun shoots medicine. That's intimidatin'.
Posts: 762
|
Post by bulbmin on Nov 22, 2008 11:52:29 GMT -5
I agree with what Dumple said. Also, some suggested time for Trade routes:
Wildlifes:
Same Area - 10 Days Adjacent/nearby area - 20 Days Distant area - 30 Days Really far away area - 40 Days
Hocotatians:
Same Area - 15 Days, 2 Metal Adjacent/nearby area - 30 Days, 4 Metal Distant area - 45 Days - 6 Metal Really far away area - 60 Days, 8 Metal
Hocotatian trade routes are much better than Wildlife ones. A wildlife trade route would probably just be a baisc tracks leading from one base to the next. A Hocotatian trade route would be an advanced sort of railway track, maybe even a maglev. It would be much harder to blockade and would transport troops and machines much more quickly.
|
|
|
Post by Water Dumple on Nov 22, 2008 12:05:11 GMT -5
Excellent, Kommander!
That sounds like it would work well. Perhaps Wildlife trade routes would transfer things in two-thirds the time it took the trade route to be built, perhaps just carting things around by wagons, and Hocotatian trade routes would get it done in 1/3 of the time it took to make the trade route? They'd use trains and whatnot.
So a Wildlife trade route that took 15 days to make would take 10 days to transfer stuff, and a Hocotatian one would take 5 days.
|
|
Rocky
Giant Breadbug
The Recombinant
Posts: 1,636
|
Post by Rocky on Nov 22, 2008 12:15:13 GMT -5
Would this be for trail Blazing or every time you need to move?
|
|
bulbmin
Fiery Bulblax
BLU Scout[A:3]
Ooh hoo hoo, ya gun shoots medicine. That's intimidatin'.
Posts: 762
|
Post by bulbmin on Nov 22, 2008 12:16:15 GMT -5
Yeah, that would be good. It leaves room for if you want to spend more time on a route to make it better. I just meant the above times as minimums.
|
|
|
Post by tinfoilman on Nov 22, 2008 13:03:02 GMT -5
Would this be for trail Blazing or every time you need to move? Yes, just the initial time we set the trail.
|
|
Orangutan
Waterwraith
Kaw Kaw Bird
Posts: 2,294
|
Post by Orangutan on Nov 22, 2008 15:23:37 GMT -5
Oh, and no Recruitment Centers, right?
|
|
|
Post by Water Dumple on Nov 22, 2008 16:04:21 GMT -5
Oh, and no Recruitment Centers, right? I would say that they should stay, but because there could be confusion about what bases they correspond to or if one counts for all of them, I'll have to give 'em up.
|
|
Makajawan
Gatling Groink
Supreme Commander Awesome[A:1]
Everything he touches turns to ice, but he warms your heart.
Posts: 813
|
Post by Makajawan on Nov 22, 2008 17:02:26 GMT -5
I like bulbmin's ideas for trade routes. Furthermore, I'd like to suggest an alternate idea for a naval benefit: Ships can move faster than just regular moving. This makes trading without a trade route much faster, and it also allows you to reach an enemy base faster as well. You could use this to reach separate continents as well.
This is really the sort of economic advantage that coastal cities have in the real world, so it makes logical sense to use it here.
|
|
Rocky
Giant Breadbug
The Recombinant
Posts: 1,636
|
Post by Rocky on Nov 22, 2008 17:41:12 GMT -5
Would this be for trail Blazing or every time you need to move? Yes, just the initial time we set the trail. Good to know. Some may mistake.
|
|
|
Post by Water Dumple on Nov 22, 2008 17:43:38 GMT -5
I like bulbmin's ideas for trade routes. Furthermore, I'd like to suggest an alternate idea for a naval benefit: Ships can move faster than just regular moving. This makes trading without a trade route much faster, and it also allows you to reach an enemy base faster as well. You could use this to reach separate continents as well. This is really the sort of economic advantage that coastal cities have in the real world, so it makes logical sense to use it here. That's a very intuitive idea, Makajawan. Good job. However, we are still stuck with the catch--The map. We'll also have to connect the Pikmin/Pikmin 2 areas, so we'll have to draw in a little bit on our own. We could also have our own small area, like the Intercontinent.
|
|