DeletedUser110639
Proposal:
New weekly recurring event: Adventures (because the words "quest" and "expedition" is already used)
Adventures allow you to speak to an "NPC" in the Tavern and, if you pay him with your Tavern Silver, you are able to start an adventure for some extra resources (more below). You can start one adventure every week, and you would have one week to complete as much of it as you can.
It is, effectively, a single player expedition, but with a few 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?
Yes, it doesn't appear to have been suggested before.
Reason:
Adventures aim to address a few different issues people have with the game:
For one, I imagine it would start on a Friday, to offer something to people who have completed the Guild Expedition for the week, and want something to do over the weekend.
During events, the adventures could be used to complete event quests such as "Capture a sector", "scout a province" or "complete a research".
It would also offer an alternative thing to spend Tavern Silver on.
Details:
When Adventures are available, you'll see either a tab on the Tavern, or maybe some indication on a little hut next to the tavern. Clicking on it shows a dialogue window where you have the option to start an adventure. The price is always the same, though it should be something significant (10.000 tavern silver, perhaps).
Adventures come in three parts, based on the players age. Effectively, it shows a continent map with four provinces: Your "starting" province, and then three provinces of increasing difficulties.
You scout the first province, which is the easy one, and expost 5-10 sectors, just like on the continent map. However, these sectors a different from what we see on the continent map, as sectors can offer different objectives. Some might just be a normal battle as we have seen before, but have different requirements in order to be completed.
Here's a list of suggested encounters:
- Fight an army
- Win a negotiation (GE style)
- Trade x goods (continent map style)
- Finish a research (add X Forge Points to a special research bar)
- Construct a building (open the build menu and place the building on the sector, effectively building it in that sector)
- Who knows what else?
Each sector would have a different objective, but you would have to complete that sectors specific objective. There are no alternatives like there are on the continent map or in the guild expedition.
Once all sectors are complete, you can scout the next province in the adventure and repeat the process. The difficulty increases with each province, going from fairly easy to extremely difficult.
Rewards could be paid out in a few different ways. Either as a reward for the individual sectors, or as a big reward when you complete a province. I'm leaning towards the latter, so that you can only get the reward if you finish an entire province, to make it a bit more difficult.
The first province would give a nominal reward, not much more than what you'd expect from a guild expedition. The second province would have slightly better rewards, with the final (very difficult) province providing a *chance* at a premium building (1%) or similar sought after items - but mostly things that are generally only available for free.
The entire adventure would be wrapped up in age-appropriate quests. Each sector might have some different flavor text. For example, a research sector in the Early Middle Ages might read "Help the goat herder keep his livestock safe - research fences 0/20 FP".
Visual Aids:
A lot of the visual framework has already been created, but I imagine it will take a while to get it all to work well with the "continent map".
I have created a very detailed and in depth graphical representation of what it could look like:
Balance:
Balance is going to be important, because you will have people who will do both the guild expedition and the adventures. Of course, the time and effort put into completing an adventure would also mean that the rewards should match, but it's important that each player will feel that they are challenged - as such, it makes no sense to have a player in Modern Era fighting units from the Bronze Age or having to build a Brewery.
Abuse Prevention:
This system would allow players to stay in an age indefinitely, being able to complete events that require you to finish a research, capture sectors or a province, without being forced in to the next age. But this idea is specifically to help people, who are not yet ready to advance, but still wish to participate in the events, so I'm not sure if it's actually abuse.
Summary:
Adventures could solve many issues. A lot of players have a lot of tavern silver that they can't really spend fast enough, and a lot of players are complaining that they are unable to finish events because that will force them in to the next age. Other players - and this is myself - just find themselves done with the Guild Expedition after a few days, and want something else to entertain themselves with (inside the game) before the next Guild Expedition starts.
New weekly recurring event: Adventures (because the words "quest" and "expedition" is already used)
Adventures allow you to speak to an "NPC" in the Tavern and, if you pay him with your Tavern Silver, you are able to start an adventure for some extra resources (more below). You can start one adventure every week, and you would have one week to complete as much of it as you can.
It is, effectively, a single player expedition, but with a few 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?
Yes, it doesn't appear to have been suggested before.
Reason:
Adventures aim to address a few different issues people have with the game:
For one, I imagine it would start on a Friday, to offer something to people who have completed the Guild Expedition for the week, and want something to do over the weekend.
During events, the adventures could be used to complete event quests such as "Capture a sector", "scout a province" or "complete a research".
It would also offer an alternative thing to spend Tavern Silver on.
Details:
When Adventures are available, you'll see either a tab on the Tavern, or maybe some indication on a little hut next to the tavern. Clicking on it shows a dialogue window where you have the option to start an adventure. The price is always the same, though it should be something significant (10.000 tavern silver, perhaps).
Adventures come in three parts, based on the players age. Effectively, it shows a continent map with four provinces: Your "starting" province, and then three provinces of increasing difficulties.
You scout the first province, which is the easy one, and expost 5-10 sectors, just like on the continent map. However, these sectors a different from what we see on the continent map, as sectors can offer different objectives. Some might just be a normal battle as we have seen before, but have different requirements in order to be completed.
Here's a list of suggested encounters:
- Fight an army
- Win a negotiation (GE style)
- Trade x goods (continent map style)
- Finish a research (add X Forge Points to a special research bar)
- Construct a building (open the build menu and place the building on the sector, effectively building it in that sector)
- Who knows what else?
Each sector would have a different objective, but you would have to complete that sectors specific objective. There are no alternatives like there are on the continent map or in the guild expedition.
Once all sectors are complete, you can scout the next province in the adventure and repeat the process. The difficulty increases with each province, going from fairly easy to extremely difficult.
Rewards could be paid out in a few different ways. Either as a reward for the individual sectors, or as a big reward when you complete a province. I'm leaning towards the latter, so that you can only get the reward if you finish an entire province, to make it a bit more difficult.
The first province would give a nominal reward, not much more than what you'd expect from a guild expedition. The second province would have slightly better rewards, with the final (very difficult) province providing a *chance* at a premium building (1%) or similar sought after items - but mostly things that are generally only available for free.
The entire adventure would be wrapped up in age-appropriate quests. Each sector might have some different flavor text. For example, a research sector in the Early Middle Ages might read "Help the goat herder keep his livestock safe - research fences 0/20 FP".
Visual Aids:
A lot of the visual framework has already been created, but I imagine it will take a while to get it all to work well with the "continent map".
I have created a very detailed and in depth graphical representation of what it could look like:
Balance:
Balance is going to be important, because you will have people who will do both the guild expedition and the adventures. Of course, the time and effort put into completing an adventure would also mean that the rewards should match, but it's important that each player will feel that they are challenged - as such, it makes no sense to have a player in Modern Era fighting units from the Bronze Age or having to build a Brewery.
Abuse Prevention:
This system would allow players to stay in an age indefinitely, being able to complete events that require you to finish a research, capture sectors or a province, without being forced in to the next age. But this idea is specifically to help people, who are not yet ready to advance, but still wish to participate in the events, so I'm not sure if it's actually abuse.
Summary:
Adventures could solve many issues. A lot of players have a lot of tavern silver that they can't really spend fast enough, and a lot of players are complaining that they are unable to finish events because that will force them in to the next age. Other players - and this is myself - just find themselves done with the Guild Expedition after a few days, and want something else to entertain themselves with (inside the game) before the next Guild Expedition starts.