DeletedUser109227
Proposal:
Spy unit. A unit that could collect (plunder) from a building if the unit is left in the city after successful attack. I started this idea on Facebook in a question about new unit. I thought I would bring the idea here with more details.
Reason:
Incentive for players to collect their buildings on time AND another nice aspect of the important part of the game that is plundering. Big PvP incentive.
Details:
So, there is a new barrack, one that only produces ONE unit and possibly two if the second slot is unlocked with diamonds (pretty much a cut and paste of the champion barrack, but perhaps of the look of the MI6 building in Bond). The unit: A spy!
This unit is not one that partakes in battles. Once a battle in the neighborhood is finished and successful, it can be <attached> to a specific building into the city for which the defences were breached. If you go in a city to plunder, and the building you would like to plunder is not ready for collection, you can attach a spy unit to it. IF after a determined amount of time (say one hour) after the building production is ready the owner has not collected yet, THEN the attached spy gets the goods/production for the player who attached it to the building. The spy unit is deleted as it fulfilled its mission. A message in the event log states to both parties that the spy mission was accomplished. To the plunder that it was successful at getting X goods, and to the plunderee that they were victim of a spy. If the owner of the city gets to collect the goods/production within the set parameters (say within one hour of the production being ready for collection) then the message is that the spy died/was caught before the end of its mission, and of course the unit is also deleted. To the plunderer: Your spy was caught; to the pluderee: you successfully caught a spy and saved your goods.
Unattached units can also be produced as an yother units and stored like other units if unused. Again only one attached unit per barrack (or a 2nd slot if diamonds unclock a 2nd slot)
Visual Aids:
There could be a spy event in May with the release of the new spy unit/spy barrack, corresponding with the birth date of Ian Flemming, it could also contain a new <spy> avatar resembling James Bond, without being Bond of course so to not infringe copy rights (like the one everyone knows to be Indiana Jones)
Balance:
For ‘balance’ I believe it would be a good incentive for players to log on early to collect. The balance that needs to be achieved is to make sure on one hand it is worth it for players to use that unit, and also fair to the one to collect their own good in time. For instance if you ask “plunderers” they would rather the spy to steal if the goods are not collected by the owner within 15 minutes of the end of production; On the other hand I can see the ‘farmers’ wanting an insane window of time. I personally think that one hour could be a good compromise, OR, the time window for collection could be depending on the length of the production cycle (Ex: If you produce goods over a 2 day period, you would have 6hours grace for collecting before the spy could steal from you, 3 hours for a one day production, 1 hour for a one hour, etc). This would of course be for Inno to determine for a just balance.
Abuse Prevention:
n/a. Not any different than other units being produced and I am unsure how someone could make it auto collect if the set up is to only collect after 1hours of no collection.
Summary:
I guess all is described above. Of course, there would not be any change to the present status where you attack and can plunder immediately or later in the 24th hours. You still have 24hrs to either decide to plunder, OR you can decide to attach one of your spy to a building and take the chance it will succeed. If you attach a spy, you of course cannot also plunder on top of it. It would be just a nice addition to spark more interest in the PvP aspect, and a big incentive to collect in time. You never know after your defences are breach if you will be victim of a spy or not. You only get to know if the spy is successful, OR, if you are collecting on time therefore preventing the spy to finish is mission.
Next step to develop is to add to the spy the possibility of being attached to GB with a 1% chance of being able to steal a BP from that building
I know I am bound to be sent to hell by the ones who plays this game like Farmville, but I would LOVE for Inno to at least have a look at this, again even if very unpopular within the whiner community.
Spy unit. A unit that could collect (plunder) from a building if the unit is left in the city after successful attack. I started this idea on Facebook in a question about new unit. I thought I would bring the idea here with more details.
Reason:
Incentive for players to collect their buildings on time AND another nice aspect of the important part of the game that is plundering. Big PvP incentive.
Details:
So, there is a new barrack, one that only produces ONE unit and possibly two if the second slot is unlocked with diamonds (pretty much a cut and paste of the champion barrack, but perhaps of the look of the MI6 building in Bond). The unit: A spy!
This unit is not one that partakes in battles. Once a battle in the neighborhood is finished and successful, it can be <attached> to a specific building into the city for which the defences were breached. If you go in a city to plunder, and the building you would like to plunder is not ready for collection, you can attach a spy unit to it. IF after a determined amount of time (say one hour) after the building production is ready the owner has not collected yet, THEN the attached spy gets the goods/production for the player who attached it to the building. The spy unit is deleted as it fulfilled its mission. A message in the event log states to both parties that the spy mission was accomplished. To the plunder that it was successful at getting X goods, and to the plunderee that they were victim of a spy. If the owner of the city gets to collect the goods/production within the set parameters (say within one hour of the production being ready for collection) then the message is that the spy died/was caught before the end of its mission, and of course the unit is also deleted. To the plunderer: Your spy was caught; to the pluderee: you successfully caught a spy and saved your goods.
Unattached units can also be produced as an yother units and stored like other units if unused. Again only one attached unit per barrack (or a 2nd slot if diamonds unclock a 2nd slot)
Visual Aids:
There could be a spy event in May with the release of the new spy unit/spy barrack, corresponding with the birth date of Ian Flemming, it could also contain a new <spy> avatar resembling James Bond, without being Bond of course so to not infringe copy rights (like the one everyone knows to be Indiana Jones)
Balance:
For ‘balance’ I believe it would be a good incentive for players to log on early to collect. The balance that needs to be achieved is to make sure on one hand it is worth it for players to use that unit, and also fair to the one to collect their own good in time. For instance if you ask “plunderers” they would rather the spy to steal if the goods are not collected by the owner within 15 minutes of the end of production; On the other hand I can see the ‘farmers’ wanting an insane window of time. I personally think that one hour could be a good compromise, OR, the time window for collection could be depending on the length of the production cycle (Ex: If you produce goods over a 2 day period, you would have 6hours grace for collecting before the spy could steal from you, 3 hours for a one day production, 1 hour for a one hour, etc). This would of course be for Inno to determine for a just balance.
Abuse Prevention:
n/a. Not any different than other units being produced and I am unsure how someone could make it auto collect if the set up is to only collect after 1hours of no collection.
Summary:
I guess all is described above. Of course, there would not be any change to the present status where you attack and can plunder immediately or later in the 24th hours. You still have 24hrs to either decide to plunder, OR you can decide to attach one of your spy to a building and take the chance it will succeed. If you attach a spy, you of course cannot also plunder on top of it. It would be just a nice addition to spark more interest in the PvP aspect, and a big incentive to collect in time. You never know after your defences are breach if you will be victim of a spy or not. You only get to know if the spy is successful, OR, if you are collecting on time therefore preventing the spy to finish is mission.
Next step to develop is to add to the spy the possibility of being attached to GB with a 1% chance of being able to steal a BP from that building
I know I am bound to be sent to hell by the ones who plays this game like Farmville, but I would LOVE for Inno to at least have a look at this, again even if very unpopular within the whiner community.
Last edited by a moderator: