• Those wishing to contribute to the game by making suggestions (both small and large) should read the following before doing so.

    Bushtarion largely runs completely automatically, and has been designed intentionally to be as self-maintaining as possible, with mechanics and balance considered at a completed point.

    Please do not spend large amounts of time coming up with complex suggestions in the hope that they will be read and possibly implemented in the future, unless you just enjoy the discussion, theory-craft, and such.

    The most likely changes will be rules-changes, specific number-tweaks to units, techs, and similar sorts of changes, and only if a large community consensus is reached as "proof" that a change would, overall, be an improvement, and are more likely to be done in batches, occassionally, not as a regular thing.

New feature: Company Aspect

Enrico

Tree Surgeon
Joined
Dec 14, 2007
Messages
518
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"

_________________
 

MattM

Tree Surgeon
Community Operator
Joined
Dec 14, 2007
Messages
717
Location
Oxford, England
Re: New feature: Company Aspect

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

Harvester
Joined
Dec 14, 2007
Messages
107
Re: New feature: Company Aspect

good idea but maybe hard to code? especially if people jump ship?
 

Enrico

Tree Surgeon
Joined
Dec 14, 2007
Messages
518
Re: New feature: Company Aspect

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

Harvester
Joined
Dec 14, 2007
Messages
147
Location
Holland
Re: New feature: Company Aspect

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

Planter
Joined
Dec 14, 2007
Messages
35
Location
Canada
Re: New feature: Company Aspect

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.
 
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