Difference between revisions of "Event"

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m (Steven moved page Kick-Element to Event)
 
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At this point the best idea is that of Random events.
The Kick-Element consists of Random events which can occur daily, weekly, or monthly.


We will discuss the constraints  of these random events as well as their primary focus.
Possible events (for all/specic buildings/workers/resources):


How far should a random event influence matters ?
* 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).


How often should a random event occur?


[[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).