Well it's kinda strange to advertise different games here as a pool of ideas. There are thousands of games on the market and a lot of them have good concepts in them. I hardly think players/staff should go play two particular games out there. If their ideas are so good, please make a synopsis of the concept you think would fit here, adding some detail on needed modifications, and why they would be so good for THIS game.
New Player with ideas
I am a new player, but let me start by saying, this is exactly the game I've been looking for, for years now. So thank you for having. I notice from sticky threads the team is very interested in what the players want, and how to make the game better and more enjoyable to the player.
**edited** so as to not advertise games 
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Giving you a list of suggestions could only serve as a mediocre replacement of playing the games and seeing the mechanics in action and how they could be implemented. But You are right, i didnt mean to advertise. Regarldess, here is your list.
Climate - effecting manpower, resource income, development speed, movement speeds.
Trade - more dynamic, Perhaps implementing a system where each province has a certain amount of trade power, being able to direct the flow of trade based on that. Ofc this trade wouldnt effect your main resource, maybe it could affect the amount of income each province brings in. This could bring a lot of potential.
Taxes - The ability to raise and lower taxes, with penalties to moral, and manpower, uprising etc
CUltures/religions - the ability to choose/change a culture or religion that would have various bonuses/penalties.
These are what i got so far i will continue adding when i'm not so lazy. Being a new player unsure if these are possible to implement or plausible, just throwing out ideas. Feel free to let me know what you think. Just remember i'm new and just bouncing ideas, no need to flame.
The point of game design is not to introduce more subsystems, but to have them work together so they all have a meaning to the general flow of the game. You threw a few things that are common elements of many games, but without very good consideration and fitting to existing subsystems, would only add complexity without adding to game flow.
I believe this game could be enhanced in many ways, but all of them require SO much more than just shouting a key word; or just playing a different game and saying "hey I like that concept lets copy it".
I second that.
Though in a way I would love more complex implementations, I am going to say a bit abrasive 'not going to happen'.
This is just a browser game, and though I love it to death, this means some things have to 'stay simple'. What you are suggesting is a clone of either Civ or Hearts of Iron. Excellent games in their own right, but CoW is meant to be a bit more simple, yet advanced enough to keep us strategy buffs around.
The core is the player interaction, which you cannot find in any other game out there - not like this. At least I havent found it.
Its this where the strength of CoW arises from. So perhaps, I could second your notion of having a more dynamic trade situation, because trade is hardly needed in this game (a shame). And the devs dont have to look far in that respect - copy the resource situation from their own, older, game Supremacy1914, and everything will be dynamic like a charm
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Haha agreed, like i said just bouncing around ideas for people to consider and look into it. anything to open the minds and possibly enhance the game. Im aware of the subsystem dilemma, hence why i stated i had no clue how they would be implemented if even possible. It is a browser game, but it can be enhanced with more gameplay without adding to the complexity.
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