Difference between revisions of "Event"

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At this point the best idea is that of Random events. We will discuss the constraints  of these random events as well as their primary focus. How far should a random event influence things? How often should it occur, daily, weekly, monthly?
The Kick-Element consists of Random events which can occur daily, weekly, or monthly.


Possible events (for all buildings/workers/resources or specific ones):
Possible events (for all/specic buildings/workers/resources):


* increase amount of resource produced per second
* increase amount of resource produced per round
* increase poduction speed
* increase poduction speed
* increase area of effect
* increase area of effect
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* reduce worker cost
* reduce worker cost
* get more resources from gifts
* 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).