Difference between revisions of "Event"
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The Kick-Element consists of Random events which can occur daily, weekly, or monthly. | |||
Possible events (for all/specic buildings/workers/resources): | |||
* increase amount of resource produced per round | |||
* increase poduction speed | |||
* increase area of effect | |||
* reduce building cost | |||
* reduce worker cost | |||
* get more resources from gifts | |||
== A compilation of possible ideas == | |||
https://docs.google.com/document/d/13QXBhdNaTw342aXcYnBauyMsKvBH-gIyvz4R1TbWR0E/edit | |||
== Some more ideas by Steven == | |||
* employees with certain role get prestige mod | |||
* employees with certain role get XP mod | |||
* events affect employees with certain traits | |||
examples: | |||
- trait: lycanthropy + event: full moon = employees in same building with werewolf mysteriously vanish | |||
- trait: prone to illness + event: flu outbreak = employee prestige generation decreased | |||
* certain building types get modified prestige generation | |||
* certain building types are cheaper/more expensive | |||
* certain (or all) building effects are amplified | |||
* no prestige limits for buying buildings | |||
ALSO: events can not just be global, but specific to players. | |||
This means different players can have different events active, whereas global things (like flu-outbreak) are active for all players. | |||
This means that we can give players with lower prestige a slightly higher chance of getting good events (rubberbanding). | |||
[[Category:Game Design]] | [[Category:Game Design]] |
Latest revision as of 10:52, 24 May 2022
The Kick-Element consists of Random events which can occur daily, weekly, or monthly.
Possible events (for all/specic buildings/workers/resources):
- increase amount of resource produced per round
- increase poduction speed
- increase area of effect
- reduce building cost
- reduce worker cost
- get more resources from gifts
A compilation of possible ideas
https://docs.google.com/document/d/13QXBhdNaTw342aXcYnBauyMsKvBH-gIyvz4R1TbWR0E/edit
Some more ideas by Steven
- employees with certain role get prestige mod
- employees with certain role get XP mod
- events affect employees with certain traits
examples: - trait: lycanthropy + event: full moon = employees in same building with werewolf mysteriously vanish - trait: prone to illness + event: flu outbreak = employee prestige generation decreased
- certain building types get modified prestige generation
- certain building types are cheaper/more expensive
- certain (or all) building effects are amplified
- no prestige limits for buying buildings
ALSO: events can not just be global, but specific to players. This means different players can have different events active, whereas global things (like flu-outbreak) are active for all players. This means that we can give players with lower prestige a slightly higher chance of getting good events (rubberbanding).