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Separate City and Project timers


Bojack Horseman
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35 minutes ago, Roberts said:

@Alex would this be hard to do?

No.

How does everyone feel about separating the timers and making them each 7 days, with a 2 Credit timer reset cost for each instead of 4 Credits for both?

Note, that would allow someone to build 6 cities at once basically because of the 10 Credits / month limit.

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1 hour ago, Alex said:

No.

How does everyone feel about separating the timers and making them each 7 days, with a 2 Credit timer reset cost for each instead of 4 Credits for both?

Note, that would allow someone to build 6 cities at once basically because of the 10 Credits / month limit.

What made think you have to have the city timer cost 2 credits. You can just make the city timer cost 4 credits. Also, your objection is moot anyways because it takes longer than ten days to get a new city, especially if you have more than ten cities and are getting them without help from your alliance.

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7 hours ago, Alex said:

No.

How does everyone feel about separating the timers and making them each 7 days, with a 2 Credit timer reset cost for each instead of 4 Credits for both?

Note, that would allow someone to build 6 cities at once basically because of the 10 Credits / month limit.

Maybe just the project at 2, city remaining 4 or 3.

 since while some projects can be powerful, if some alliance upbought their soldier 6 cities on a war at the end of month and then upbought 6 more at monthly reset that would just be way too abusive IMO

And 6 on its own can be pretty heavy too especially in the lower mid tier.

Edited by Ukunaka
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7 hours ago, Alex said:

No.

How does everyone feel about separating the timers and making them each 7 days, with a 2 Credit timer reset cost for each instead of 4 Credits for both?

Note, that would allow someone to build 6 cities at once basically because of the 10 Credits / month limit.

I would say start small with just the separation of project and city timers; If you really wanted to, increase the limit before timer kicks in to 12-15 cities as Keegoz suggested.

While I think the 4 credit cost to reset timer is almost never worth it, I don't think being able to buy 6 cities in one day is a good idea. Unless you cap the amount of times you can reset your timer in a month, I would leave the cost alone.

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On 9/4/2020 at 12:14 PM, Alex said:

No.

How does everyone feel about separating the timers and making them each 7 days, with a 2 Credit timer reset cost for each instead of 4 Credits for both?

Note, that would allow someone to build 6 cities at once basically because of the 10 Credits / month limit.

Id say keep the timer reset at 4 credits for each. building 6 cities seems way too powerful.

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On 9/4/2020 at 6:14 PM, Alex said:

No.

How does everyone feel about separating the timers and making them each 7 days, with a 2 Credit timer reset cost for each instead of 4 Credits for both?

Note, that would allow someone to build 6 cities at once basically because of the 10 Credits / month limit.

Yeah, as mentioned above by others - Separating the city and the project timer is what I think you should start with however keeping the same cost for both which is 4 credits

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On 9/1/2020 at 3:12 AM, Roberts said:

Pretty simple.

Either separate the timers OR remove project timers all together.

 

 

I'm fine with either but I think they should minimally be separate. Projects are more about enhancing your nation than growing your nation and are typically a solid multi-resource sink. They also have limited slots based on infra which is semi-limited by city count unless you spend ungodly amounts of cash for 4k infra in a city. Makes more sense to remove the timer and allow nations to freely customize themselves but we could at least separate the two timers.

Couldn't support this more. Solid idea. 

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  • 3 weeks later...
On 10/1/2020 at 3:38 PM, Kratos said:

What's the progress of this suggestion? it's already got plenty of positive support & feedback , pls don't miss this good suggestion whenever next update happens@Roberts.

It's already scheduled in one of the upcoming updates.

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  • 7 months later...
On 9/5/2020 at 2:14 AM, Alex said:

No.

How does everyone feel about separating the timers and making them each 7 days, with a 2 Credit timer reset cost for each instead of 4 Credits for both?

Note, that would allow someone to build 6 cities at once basically because of the 10 Credits / month limit.

Whatever decision you make please speed this up. It has been many months. 
 

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On 5/19/2021 at 3:35 PM, Michael Gary Scott said:

@Alex separating city and project timer is a popular idea, can you consider it again? 

Yes! It is on the to-do list, and I actually expect this will be completed this week. We are setting it up for testing on the test server currently.

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Posted (edited)

While your at it maybe more project slot for nations with low pollution Total pollution xxx or less nation wide + 1 slot. At xxy or less + 2 slots, at zero or less +3-4? slots..  Any project in these special slots will fail to work if you pollution goes over ???? for x days (not destroyed just stop and would take xx days of low pollution to restart), if it was do to pollution you made ( not a nuke?). If you allow nukes to factor in them give credit for negative pollution in other cities to offset this and/or make nukes less effective in green cities. 

I'm thinking this would increase game building strategy and give player more options. Also send a message to polluters that P&W is not a pollute all you want with little  consequences game. Something like this would allow more new projects for the game, you may wish to allow credits to buy down pollution (carbon points) or allow other nations to sell you their negative carbon points on the market much like food.

Edited by levothy
Fog of war, wind, sunspots,UFO's and medication errors
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23 hours ago, levothy said:

While your at it maybe more project slot for nations with low pollution Total pollution xxx or less nation wide + 1 slot. At xxy or less + 2 slots, at zero or less +3-4? slots..  Any project in these special slots will fail to work if you pollution goes over ???? for x days (not destroyed just stop and would take xx days of low pollution to restart), if it was do to pollution you made ( not a nuke?). If you allow nukes to factor in them give credit for negative pollution in other cities to offset this and/or make nukes less effective in green cities. 

I'm thinking this would increase game building strategy and give player more options. Also send a message to polluters that P&W is not a pollute all you want with little  consequences game. Something like this would allow more new projects for the game, you may wish to allow credits to buy down pollution (carbon points) or allow other nations to sell you their negative carbon points on the market much like food.

Sir this is a Wendys.

A Wendys that closed on September 13, 2020, come to think of it.

Perhaps you'd be best served by creating another suggestion thread with that idea about a Pollution Project, though.

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