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View Full Version : New feature: Company Aspect


Enrico
14-12-2007, 05:49 PM
Well with Law and Effect being removed in age 4.5 I decided to brush the dust of an old idea I had when I started to play the game. That each company would have an aspect, that would influence it in some way.

(Nota Bene: The details of each aspect is not completely thought trought, will probably need tweaking not to be abusable, I hope the discussion can be on the system i general, not in detail.)

Each company would choose an aspect, the aspect would be permanent for each ID, similar to P-solo. The aspect would represent the company boards strategy for the company... and importantly, the strategy of each company would be hidden for all others. Each aspect would affect the company in some way, and hopefully encourage different playingstyles, and different ways to use the differnt routes.

Some suggestions: (as mentioned, these might be unbalanced now, but that would just mean tweeking) When I use "experience" I mean the same mechanic (i.e. better armour/health damage)

Aspect
Hostile Takeover: Bonus when attacking (possibly on land stealing as well)
Consolidation of Assets: Bonus when defending (possibly also when defending alliance members)
Minimum Wage - Unskilled Labour: Cheaper "basic" staff. (I think cutting the cost on route specific would be to drastic)
Telecommuting: Faster mobs returning or possible the idea that you get an extra mob? (I liked that thought)
Diversification: Some bonus given when you send mobs containing many different types of units, with a loss for singel unit mobs...
Fringe benefits: Bonus to bribing
R&D: Bonus on development speed/cost..

A last possible aspect would be "Health and dental plan: Larger number of staff is injured rather than killed"

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Pete
14-12-2007, 06:16 PM
i like it :)

MattM
14-12-2007, 06:18 PM
In some ways its a substitute to EXP- possibility of a bonus on an attack/bonuses to bribing etc. Its quite an interesting idea, worth further thought.

Hobo
14-12-2007, 07:00 PM
good idea but maybe hard to code? especially if people jump ship?

Enrico
14-12-2007, 07:45 PM
Hobo, not sure how that would make a difference? The aspect stays with the company, regardless whether its solo or part of an ally?

MacMikey
14-12-2007, 07:48 PM
You need to change way too much for such an idea i think.
You would need to get even more route specific then. New players might feel it gets too complex all at once

Eden
14-12-2007, 09:38 PM
Not a bad idea though. Maybe for p-solos and Allies. Just a TINY bonus though. This wouldn't really affect gameplay THAT much, but it does give a slight advantage for fun etc. No idea how that would be programed tho.