Post by Water Dumple on Nov 24, 2008 22:21:38 GMT -5
This topic will contain some of the ideas generally approved of in the previous thread, which I've compiled and put generally in declarative words rather than suggestive. If I approve of an idea and nobody else says anything against it when the next version starts, it's gonna go in, so if you have any complaints with any of these, speak up, yo.
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1) You can hascheezburger three bases! Starting with one, of course. Here are the rules on them.
-Post your updates for your bases in the same log if you're doing multiple updates for them, but try to update them all on the same day. Plz. Use a couple of straight lines to separate them, like this:
Make that by using this BBC code: [ hr ]
-Bases will be identified by letter (A/B/C), but you can also give 'em flashy names, like "Lakeside Docks".
-You have 4 special project slots that can be used towards any base. But you MUST identify what base you're making stuff for. Next, each base has 2 project slots that can only work towards that one base.
-Each Wildlife base can have a max of 10,000 Ordinary troops and 1,000 Specials. A Hocotatian base can have 20,000 Ordinaries. Wildlifes cannot have more than 3 of their 6 (+1!) Supers at a base at once.
-Hocotatians get 4 factories per base, and Wildlifes 2. You can also make a factory that doesn't use resources for a 60-day project. However, this means that your machines will be strength 3, no better, unless you start using resources.
-Hocotatians can build transports between bases; these take twice the time it would take to walk from base to base to build. A transport, which can be something like a train, transports things from base to base twice as fast. You need no transport overseas, only a freighter ship to carry your stuff.
-10 days to transport something from a base to an adjacent area's base, 5 days if it's in the same area. 10 more days for a farther area, so Forest of Hope to Final Trial would be 20 days. With a Hocotatian transport, that'd be 10.
-It takes 10 resources and a 50-day project to build yer' new base. Your base starts with a wall made of whatever resource you used, and the four basic buildings. It also takes 500 Ordinary troops or 50 Specials to set up a base, as they'll be the first troops it has.
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2) Stainless Steel can be used to make aircraft.
3) Factories can make machines up to 60 days in length.
4) Hocotatians can get a new Captain for a 50-day project. Each base can have two maximum, as well as the General which they start with. A Hocotatian base gets its first Captain for free at 7,500 troops and the second at 20,000.
5) Moving by sea is twice as fast as it is by land. Furthermore, if you have a base by a body of water connected to the ocean, you can trade with some minor, staff-controlled races that'll give you some good deals.
6) The Pikmin 1 and Pikmin 2 continents are separated by sea. 1-day travel between them.
7) Norbert's challenge game. Ask him about it.
8) Hocotatians can participate in Treasure Hunts, and artifacts will sell for much more so they'll have more reason to try and get 'em.
9) No Minor Events. Good idea, but just didn't really work out.
10) You can send blockades to stop enemies from trading. You can also blockade areas of land--For example, I could send five Frigates to keep aircraft from entering the Awakening Wood's pond where the Blue Pikmin were.
11) You can set up trade routes with other players.
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 basic 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.
12) Wildlife trade routes 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 get it done in 1/3 of the time it took to make the trade route.
13) Recruitment Centers = VOIP.
14) Before you start a base, you can choose what type of base it will be. Then you get BONUSES!
Land base: Terrestrial vehicles gain a 5 "day" bonus
Naval base: Naval vehicles gain a 5 "day" bonus
Air base: Aircraft are 5 "days" more durable
Trade base: All routes are 2 days faster
Mining base: All Universal Store Prices are reduced by 5 petals
Scavenger base: Every day gain an extra petal
Defense base: All Base Defenses gain a 5 "day" bonus
15) Hocotatians have no limit to the number of rocket ships they can make.
==========
*Gasp* Okay, I think this is all the changes that were suggested and generally agreed on. If I forgot any, bring 'em up. Now hit me with all the complaints you have on these, or anything you think should be tweaked.
==========
1) You can has
-Post your updates for your bases in the same log if you're doing multiple updates for them, but try to update them all on the same day. Plz. Use a couple of straight lines to separate them, like this:
Make that by using this BBC code: [ hr ]
-Bases will be identified by letter (A/B/C), but you can also give 'em flashy names, like "Lakeside Docks".
-You have 4 special project slots that can be used towards any base. But you MUST identify what base you're making stuff for. Next, each base has 2 project slots that can only work towards that one base.
-Each Wildlife base can have a max of 10,000 Ordinary troops and 1,000 Specials. A Hocotatian base can have 20,000 Ordinaries. Wildlifes cannot have more than 3 of their 6 (+1!) Supers at a base at once.
-Hocotatians get 4 factories per base, and Wildlifes 2. You can also make a factory that doesn't use resources for a 60-day project. However, this means that your machines will be strength 3, no better, unless you start using resources.
-Hocotatians can build transports between bases; these take twice the time it would take to walk from base to base to build. A transport, which can be something like a train, transports things from base to base twice as fast. You need no transport overseas, only a freighter ship to carry your stuff.
-10 days to transport something from a base to an adjacent area's base, 5 days if it's in the same area. 10 more days for a farther area, so Forest of Hope to Final Trial would be 20 days. With a Hocotatian transport, that'd be 10.
-It takes 10 resources and a 50-day project to build yer' new base. Your base starts with a wall made of whatever resource you used, and the four basic buildings. It also takes 500 Ordinary troops or 50 Specials to set up a base, as they'll be the first troops it has.
=====
2) Stainless Steel can be used to make aircraft.
3) Factories can make machines up to 60 days in length.
4) Hocotatians can get a new Captain for a 50-day project. Each base can have two maximum, as well as the General which they start with. A Hocotatian base gets its first Captain for free at 7,500 troops and the second at 20,000.
5) Moving by sea is twice as fast as it is by land. Furthermore, if you have a base by a body of water connected to the ocean, you can trade with some minor, staff-controlled races that'll give you some good deals.
6) The Pikmin 1 and Pikmin 2 continents are separated by sea. 1-day travel between them.
7) Norbert's challenge game. Ask him about it.
8) Hocotatians can participate in Treasure Hunts, and artifacts will sell for much more so they'll have more reason to try and get 'em.
9) No Minor Events. Good idea, but just didn't really work out.
10) You can send blockades to stop enemies from trading. You can also blockade areas of land--For example, I could send five Frigates to keep aircraft from entering the Awakening Wood's pond where the Blue Pikmin were.
11) You can set up trade routes with other players.
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 basic 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.
12) Wildlife trade routes 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 get it done in 1/3 of the time it took to make the trade route.
13) Recruitment Centers = VOIP.
14) Before you start a base, you can choose what type of base it will be. Then you get BONUSES!
Land base: Terrestrial vehicles gain a 5 "day" bonus
Naval base: Naval vehicles gain a 5 "day" bonus
Air base: Aircraft are 5 "days" more durable
Trade base: All routes are 2 days faster
Mining base: All Universal Store Prices are reduced by 5 petals
Scavenger base: Every day gain an extra petal
Defense base: All Base Defenses gain a 5 "day" bonus
15) Hocotatians have no limit to the number of rocket ships they can make.
==========
*Gasp* Okay, I think this is all the changes that were suggested and generally agreed on. If I forgot any, bring 'em up. Now hit me with all the complaints you have on these, or anything you think should be tweaked.