Fortune Upgrade

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Expand view Topic review: Fortune Upgrade

Post by PwnLaw » Mon Sep 24, 2012 3:37 pm

bananabandana wrote:The actual spec: tldr


Screenshot saved for next performance review.

Post by bananabandana » Mon Sep 24, 2012 3:36 pm

PwnLaw wrote:You guys want to know a secret?

An upgradable Wheel of Fortune was the first thing I designed for PlayMesh. I made each tile upgradable on the Wheel so you can gain all sorts of shenanigans prizes. It was epic. Too epic. We realize players would stop upgrading their City Hall in favor of plowing all of their resources into the Wheel so we decided to mothball it.

Sometimes, late at night, I'll open that Wheel of Fortune spec and dream.


The actual spec: tldr

Post by PwnLaw » Mon Sep 24, 2012 3:34 pm

You guys want to know a secret?

An upgradable Wheel of Fortune was the first thing I designed for PlayMesh. I made each tile upgradable on the Wheel so you can gain all sorts of shenanigans prizes (mass resources, gold, fighter jets). It was epic. Too epic. We realized players would stop upgrading their City Hall in favor of plowing all of their resources into the Wheel so we decided to mothball it.

Sometimes, late at night, I'll open that Wheel of Fortune spec and dream. The simple fact is that it adds an element of randomness to an otherwise deeply strategic game. I don't necessarily object to that fact, but if the rewards were valuable and scaleable into the late game, there is certainly the potential for abuse. It also doesn't advance the state of the game much, which means I'd be prioritizing something I think was cool over something I think was useful (like multi-city management).

Post by Bailey98 » Mon Sep 24, 2012 3:25 am

I like the idea. Just one problem. If the fortune gets upgraded, there would be better items right? There should then be a menu in the fortune that says which fortune to use, like level 1 or 2? The level 2 then should cost 2 medalions and so on. Or to be fairer, level 1: 1 medal. Level 2: 2 medal. Level 3: 4 medal. Level 4: 8 medal and so on. It is only fair because the speed ups cost more as they get better. Tell me if it is a bad idea

Post by donut » Wed Sep 19, 2012 4:21 pm

Crypto wrote:Rather then having to upgrade your wheel why don't have it work off the amount of amulets you have? 1 amulet is normal wheel, 5 amulets is the same but with more resources and better speed ups, 10 more resources again and the main prize might be a scholarship, 20 same a 10 with a scholar then 50 amulets, 2.5 hour speed ups, 1 random resource having a 100 thousand pay off while the other resources have a 25 thousand plus a chance to win scholars eg.


This also sounds good. Though the requirements you listed in your example is to small. They should get bumped up by 10. Like for example your requirment for 5 now becomes 15.

Post by Crypto » Tue Sep 18, 2012 7:07 pm

Rather then having to upgrade your wheel why don't have it work off the amount of amulets you have? 1 amulet is normal wheel, 5 amulets is the same but with more resources and better speed ups, 10 more resources again and the main prize might be a scholarship, 20 same a 10 with a scholar then 50 amulets, 2.5 hour speed ups, 1 random resource having a 100 thousand pay off while the other resources have a 25 thousand plus a chance to win scholars eg.

Post by Ndubrunner004 » Tue Sep 18, 2012 1:47 pm

I like several of the ideas thrown around above. The spins are virtually worthless to me in this stage of the game (though I do admit I still collect them everyday, I have tons just sittin around not being used)
I think something should be done about the spin. Troops packages, rare scholarships, better resources, maybe even small gold packages

Post by donut » Mon Sep 17, 2012 5:03 pm

Michael2 wrote:I like this idea of making the wheel of fortune upgradable. Giving worth while rewards to players as they progress in that world.
Although I don't like the idea of winning troops, scholars or anything else that will take up farm space. I think that giving a (large) bunch of troops to a city instantaneously would unbalance the game. players might not want the type of troops that the wheel of fortune offers in their cities and they might also be close to maxing their farm and be saving that space for something else.


I said above that this would provide an advantage to cities that have maxed out troops. Meaning these won troops would not use any farm space.

Post by Michael2 » Mon Sep 17, 2012 12:53 am

I like this idea of making the wheel of fortune upgradable. Giving worth while rewards to players as they progress in that world.
Although I don't like the idea of winning troops, scholars or anything else that will take up farm space. I think that giving a (large) bunch of troops to a city instantaneously would unbalance the game. players might not want the type of troops that the wheel of fortune offers in their cities and they might also be close to maxing their farm and be saving that space for something else.

Post by Jothemaster » Sun Sep 16, 2012 10:20 am

It also helps people who were smart and maxed out resources and warehouse really fast get troops once they hav their first scholar.

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