2 Ideas...
1) The fortune is a nice side game element of distraction, but is essentially worthless without scaling.... When you reach a certain size city, and still have 100 lumber and 100 iron, etc.. on the board, it's kind of silly. You need to have the game scale with the level of the city. Level 5 city hall is fine with 100 wood, but level 25 should be 1000, or even 10,000 on some of them.
2) The gambling/game of chance element is fun but ultimately is most fun within a social construct. You should have a game of chance that you can play with other cities and wager resources. That would be a lot of fun I would think.
Fortune Idea
I Think the level system is a great idea. The 15 min scrolls would turn into 1 hour, 2,5 and 8. !!! And 5 gold seems pretty fair.... 10 maybe?
Id like to see resourse boost in there aswell. I cant tell because i dont know, but i Can imagine that production boost is less sold than other items?
Anyways i would love to see the fortune wheel a bit more attractive.
Ameerah
Id like to see resourse boost in there aswell. I cant tell because i dont know, but i Can imagine that production boost is less sold than other items?
Anyways i would love to see the fortune wheel a bit more attractive.
Ameerah
20 gold is fair since players have more than one opportunity to get a resource valued at 2000. It costs 10 coins per 1000 resource. So if they just have one slot at 20 coins the chances of hitting it would be 1/16. The odds are against the spinner. They should eliminate the x2 amulets because amulets are only used for the fortune wheel. At the very least they should call it an extra spin instead of an amulet. Unless they have a plan to use the amulet as another form of currency, possibly for trading?
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