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Game Development Assistance: Perk Ideas


Unlimited
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Just now, Unlimited said:

The design team have a new proposal for Perks and we need your help!

What are perks?

  • Perks are a research tree
  • Perks are unlocked with time
  • There are three trees: Economic, Military, and General
  • There are six tiers of perks within those trees
  • The higher the tier, the better the perk, the longer time to research, and the fewer you can have.

We have built out the main system and have some ideas but wanted to ask you all for more ideas!

Guidelines for ideas:

  • Be creative!
  • Perks can have dependency's
  • Perks can be mutually exclusive
  • Perks can include negatives
  • Perks can be basically anything
  • Feel free to post your suggestions on here or message me on discord @liminz

Looking forward to hearing everyone's great ideas!!

Looking to have draft tree in around a week for further feedback on numbers and balancing

 

so these will be only for players not alliances?

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This could be a cool thing or a game breaking thing that will make it tougher for newer nations to catch up with older nations.

That said, I think as I see some examples for the sorts of things you have in mind and their effect, I'll have some input for you. 

Edited by George Clooney
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4 minutes ago, Monti said:

so these will be only for players not alliances?

Perks are nation based. There's another proposal for "decisions" that may have alliance decisions as part of that. 

Example perks that others have suggested on the design team:

  • Reduce pollution of raws by 20%
  • Reduce pollution of manuf by 10%
  • Increase power plant effectiveness by +50% (also increases upkeep +50%)
  • Add an 11th raw slot
  • Increase the effectiveness of police centers by 20%
  • Increase the effectiveness of hospitals by 10%
  • Increase the effectiveness of recycling centers by 10%
  • Allow a 2nd subway per city
  • Allow a 4th stadium per city
  • Allow hospitals to give a longer lifespan - increase population by 1% per hospital per city
  • Give missiles/nukes or other battles -50% chance to hit military or power improvements
  • Allow an extra offensive slot
  • Allow an extra offensive spy slot
  • Reduce food upkeep of soldiers by 20% (rationing)
  • Allow a nation to receive 5% of it's max military capacity from other nations
  • Truce (forcefully put a war for both sides in peace, so no attacks allowed, for 1 turn (max once per war))
  • Give a 10% 'bonus' on bounties (Place 50M bounty, but this perk makes that bounty 55M value)
  • Allow a nation to break an embargo once a week and force it's trade through
  • Allow a nation to use 25 credits monthly, instead of 20. 
  • Treasures add +1% value to your nation
  • Treasured add +10% value to your alliance if in a nation with this perk unlocked
  • Meta perks: as in perks that affect how other perks behave, or affect your ability to unlock perks

> Perks can have dependency's
e.g. Cities, projects, wars won, money looted, continent, unit kills, acheivements

> Perks can include negatives

So if you want to suggest potential drawbacks perks can have, those could be for example

  • Increasing score, having upkeep, reducing a nation stat etc. 
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I propose you ditch the entire system because it was always a bad idea and any iteration of it will create multiple new problems with the already flimsy balance in the game.

Surely better ideas for monetizing this game can be thought of than this.

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  • New cities begin with an additional 990 infrastructure and 750 land (Aka cities start with 1000 infra and 1000 land)
  • Missiles 5% less likely to hit your nation (requires ID)
  • Missiles 5% more likely to hit enemy nations (requires Space program)
  • Reduce city timers after c10 by 24 turns 
  • Every war won, reduces perk timers by 12 turns
  • Adds a +25% effect modifier to the nation's selected Domestic Policy (requires GSA)
  • Increase log in bonus by 1 million per day
Edited by Keegoz

[11:52 PM] Prefontaine: But Keegoz is actually bad. [11:52 PM] Prefontaine: He's my favorite bad leader though.

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Last Stand: When you lose a war, your citizens make a last stand against the raiding forces. You lose much more population but the opponent raids less loot depending on how much population was in the cities (max 50%)

Anti-Aircraft Artillery: Each city gains the equivalent of 10 planes for defensive wars (screw planes meta they're bad anyways)

Fortified Tanks: You lose 10% less tanks as a result of airstrikes

Efficient Engines: Your tanks, aircraft, and ships use 10% less gasoline

Blockade Runners: Break a blockade for 1 turn, but lose 5% of your ships in the process. Requires at least 10% of the opponent's ships in ship count.

Efficient Manufacture: Your manufacturing improvements takes 5% less resources.

Science!: Researching perks are 10% faster

Science! (part 2): Researching perks are 5% cheaper (requires Science!)

Science! (part 3): The people consume 10% less food (requires Science! (part 2))

Science! (part 4): Projects are 1% cheaper (requires Science! (part 3))

Science! (part 5): Project and City cooldowns are reduced to 60 turns (requires Science! (part 4))

Science! (part 6): You can launch naval attacks with 0 ship, and will immense triumph if your opponent has 0 ships. Otherwise, Utter Failure. This can result in a blockade. (requires Science! (part 5))

 

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On 7/22/2023 at 3:05 AM, Unlimited said:

The design team have a new proposal for Perks and we need your help!

What are perks?

  • Perks are a research tree
  • Perks are unlocked with time
  • There are three trees: Economic, Military, and General
  • There are six tiers of perks within those trees
  • The higher the tier, the better the perk, the longer time to research, and the fewer you can have.

We have built out the main system and have some ideas but wanted to ask you all for more ideas!

Guidelines for ideas:

  • Be creative!
  • Perks can have dependency's
  • Perks can be mutually exclusive
  • Perks can include negatives
  • Perks can be basically anything
  • Feel free to post your suggestions on here or message me on discord @liminz

Looking forward to hearing everyone's great ideas!!

Looking to have draft tree in around a week for further feedback on numbers and balancing

 

-Raws Investment:Increase Raw production by 10%

-Bullet Proof:Suffer 10% less casualties during ground attacks(only soldiers, both offensive and defensive)

-Efficient Mining:Decrease Pollution from Raws by 10%

-Fortifications:converts two enemy attacks(at random)to the lower tier of success(so for example, if the attacker achieved an immense triumph, it would be reduced to Moderate Success)

-Anti Air Systems:Shoots down 15% more enemy aircraft during their Airstrikes to your nation

-Heavy Taxation-Increases taxes in a nation by 7%

-Efficient War Machine:Decreases Gasoline usage in Tanks, Planes and Ships by 5%

These are a few ideas that I’ve got so far, hope they’re implemented!

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  • 2 weeks later...

Some positive, some negative:

- Recklessness: Both you and your opponents suffer 25% additional casualties in attacks you initiate.

- Warrior Culture: Your soldiers deal 25% more damage. Additionally, each daily reset, 10% of your population joins as soldiers, up to 20% of your maximum soldier count. However, your maximum tank count is reduced by 25%. 

- Renewable Energy Initiative: Wind power plants now provide power for up to 1000 infrastructure levels, but they now use 1.2 tons of aluminum per day (0.1/turn) for maintenance.

- Briberies: Blockades no longer stop you from trading with the global market or your alliance bank, however 20% of everything you trade is shared evenly with your blockaders.

- Triumphs: Whenever you win a war, you earn 200% of your next turn of income (expenses excluded) and your approval rating increases by 5%, however you lose 40% more loot upon getting defeated (from 10% base to 14%)

- Public Enemy: Every $1,000,000 in bounties against your nation (rounded down) increases your gross income by 1% (up to 20%), however you will automatically set a bounty upon yourself of $1,000,000 every five daily resets.

- Bunker Nation: You suffer 5% less infrastructure damage from attacks, but that damage is instead inflicted to your land.

- Shared Burden: While your population is starving, you suffer 20% less casualties from all sources, but your gross revenue is decreased by an additional 33%.

- Ocean of Men: You can recruit 20% more of each unit every daily reset, but your units inflict 10% less damage.

- Tourism State: Your raw and manufactured resource production are decreased by 10%, but you earn 20% additional income from commerce when at peace, or 10% when at war.

Only positive:

- Quick Permits: Your city/project timers are reduced by 50%

- Land Rents: You earn additional gross income equal to your land area every turn.

 

If I have other ideas later, I'll edit this post. I've been here for over an hour now, I want out.

Devs, do with these perks as you would. Change them, rename them, add dependencies, I'm just the idea guy, not the smart balancing guy.

 

Cheers~

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Wag a pot of coffee in my immediate vicinity and I'm all yours.

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On 7/21/2023 at 9:35 PM, Borg said:

Perks are nation based. There's another proposal for "decisions" that may have alliance decisions as part of that. 

Example perks that others have suggested on the design team:

  • Reduce pollution of raws by 20%
  • Reduce pollution of manuf by 10%
  • Increase power plant effectiveness by +50% (also increases upkeep +50%)
  • Add an 11th raw slot
  • Increase the effectiveness of police centers by 20%
  • Increase the effectiveness of hospitals by 10%
  • Increase the effectiveness of recycling centers by 10%
  • Allow a 2nd subway per city
  • Allow a 4th stadium per city
  • Allow hospitals to give a longer lifespan - increase population by 1% per hospital per city
  • Give missiles/nukes or other battles -50% chance to hit military or power improvements
  • Allow an extra offensive slot
  • Allow an extra offensive spy slot
  • Reduce food upkeep of soldiers by 20% (rationing)
  • Allow a nation to receive 5% of it's max military capacity from other nations
  • Truce (forcefully put a war for both sides in peace, so no attacks allowed, for 1 turn (max once per war))
  • Give a 10% 'bonus' on bounties (Place 50M bounty, but this perk makes that bounty 55M value)
  • Allow a nation to break an embargo once a week and force it's trade through
  • Allow a nation to use 25 credits monthly, instead of 20. 
  • Treasures add +1% value to your nation
  • Treasured add +10% value to your alliance if in a nation with this perk unlocked
  • Meta perks: as in perks that affect how other perks behave, or affect your ability to unlock perks

> Perks can have dependency's
e.g. Cities, projects, wars won, money looted, continent, unit kills, acheivements

> Perks can include negatives

So if you want to suggest potential drawbacks perks can have, those could be for example

  • Increasing score, having upkeep, reducing a nation stat etc. 

Honestly what you just said sounds cool

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