DeletedUser105579
Proposal:
The scout will have a set of new characteristics
Have you Checked the Ideas section for the same idea posted by someone else? Is this idea similar to one that has been previously suggested?
Couldn't find any
Reasons:
1) The scout is a rather useless looking/acting item, aside from opening up new territories, it does nothing
2) Who ever heard of a scout that could only be repositioned when a new unknown territory opened up
Details:
1) You may move the scout to wherever you want (conquered/unconquered territories); moving it will cost a certain amount of coins based on the distance (this will not apply to scouting new territories); it will also cost time to move it based on the algorithm FoE uses for distance
2) The scout will give a 3% att/def boost to attacking troops in that territory
3) The scout makes infiltrating x% cheaper (I was thinking 5%)
4) The scout can die if you fail an attack (15% chance), in which case it will re-appear in the "home territory" and can be moved from there (costs coins to move)
Game-wise, this would make the scout useful, make the scout interesting, and allow players to plan ahead and decide where they would need their scout.
Rationale:
1) Scouts are hardly ever stationary; they are often moved around
2) The fact that you would have a "foothold" because of your scout would probably make troops more secure in their chance of victory and therefore hold their ground
3) One of the jobs of a scout is to trade with locals / convince them you're the one to follow so naturally a slightly cheaper infiltrating would make sense as the scout has already done a little for you
4) Find me an invincible scout. Please. Additionally, it makes sense that the scout appears in the home locations, as the city would have to send out a new scout.
Visual Aids:
Healthy, thanks
Balance:
You're paying some amount of coins (equivalent to distance being traveled), so it's fairly balanced.
Abuse Prevention:
Inapplicable
Summary:
Gives scouts another layer of usability and reality
The scout will have a set of new characteristics
- Moving to a conquered/unconquered territory
- This will cost something
- Giving a small att/def boost for attacks in the territory it is in
- Infiltration reduction
- Some more additions
Have you Checked the Ideas section for the same idea posted by someone else? Is this idea similar to one that has been previously suggested?
Couldn't find any
Reasons:
1) The scout is a rather useless looking/acting item, aside from opening up new territories, it does nothing
2) Who ever heard of a scout that could only be repositioned when a new unknown territory opened up
Details:
1) You may move the scout to wherever you want (conquered/unconquered territories); moving it will cost a certain amount of coins based on the distance (this will not apply to scouting new territories); it will also cost time to move it based on the algorithm FoE uses for distance
2) The scout will give a 3% att/def boost to attacking troops in that territory
3) The scout makes infiltrating x% cheaper (I was thinking 5%)
4) The scout can die if you fail an attack (15% chance), in which case it will re-appear in the "home territory" and can be moved from there (costs coins to move)
Game-wise, this would make the scout useful, make the scout interesting, and allow players to plan ahead and decide where they would need their scout.
Rationale:
1) Scouts are hardly ever stationary; they are often moved around
2) The fact that you would have a "foothold" because of your scout would probably make troops more secure in their chance of victory and therefore hold their ground
3) One of the jobs of a scout is to trade with locals / convince them you're the one to follow so naturally a slightly cheaper infiltrating would make sense as the scout has already done a little for you
4) Find me an invincible scout. Please. Additionally, it makes sense that the scout appears in the home locations, as the city would have to send out a new scout.
Visual Aids:
Healthy, thanks
Balance:
You're paying some amount of coins (equivalent to distance being traveled), so it's fairly balanced.
Abuse Prevention:
Inapplicable
Summary:
Gives scouts another layer of usability and reality
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