It has been suggested that the referral system be changed to work in a points system which you can redeem for prizes which are only available for referral points.
So I was thinking it could work like this;
When you refer someone you could instantly receive 1 referral point. Then, at every 5 overall levels that the person you referred gets, you could receive yet another referral point.
This means if you start referring a few people and they keep playing, you will start to tally up the referral points pretty quickly.
Some of the prizes you might be able to redeem for referral points may include custom avatars, custom chat name color, donator packs, etc.
Let me know your thoughts!
Friday, October 5, 2007
firm wars idea
When cubicle wars entered its initial development stages it existed as a birds-eye view of squares, otherwise known as cubicles. This idea has been scrapped and cubicle wars is now a 2D isometric world which is still under heavy development.
I was thinking about firm wars however... right now it's kind of boring. I was considering an idea where there would be a birds-eye view of squares which are zoned. Such as the financial district, weapons and armor district, the mines, the great lakes, farm lands, the dumps, etc.
The idea would be that firms would "duke it out" over ownership of parts of these districts. Owning more squares in a certain district would give the entire firm an advantage. For example, owning all squares in the mines would give all miners in your firm an advantage in mining. Owning just some of the squares would still deliver an advantage, only it would not be so strong.
Anyway, this system wouldn't be to hard however the "duke it out" process would need to change. It will need to have a lot to do with fighters, but I would like to see other professions give an advantage... perhaps in their related zones? So if your fighting for a square in the dumps, to give your thieves an advantage - having a firm with strong thieves will give you a better chance of beating the other firm for the space.
I was thinking about firm wars however... right now it's kind of boring. I was considering an idea where there would be a birds-eye view of squares which are zoned. Such as the financial district, weapons and armor district, the mines, the great lakes, farm lands, the dumps, etc.
The idea would be that firms would "duke it out" over ownership of parts of these districts. Owning more squares in a certain district would give the entire firm an advantage. For example, owning all squares in the mines would give all miners in your firm an advantage in mining. Owning just some of the squares would still deliver an advantage, only it would not be so strong.
Anyway, this system wouldn't be to hard however the "duke it out" process would need to change. It will need to have a lot to do with fighters, but I would like to see other professions give an advantage... perhaps in their related zones? So if your fighting for a square in the dumps, to give your thieves an advantage - having a firm with strong thieves will give you a better chance of beating the other firm for the space.
Thursday, October 4, 2007
mining profession
Unlike my ideas for fishing (where fish move around in schools from square to square (coming soon) and its more of a lucky dip then a simple point and click) mining stumps me here as ores don't normally move around in a "school" of any type!
I'm thinking of changing the basement to suffer from very common earth quakes which make the ores move around (however much less frequent than fishing). That or we need to introduce some other types of controls. Such as a power meter you choose or a depth (how deep you thrust the mining pick)... something like that.
New ores are to be added into the profession, along with support for these ores in the smithing profession (new weapons and armor? edit existing?).
I'm going to be working on this next week. Let me know your thoughts and ideas so we can come up with something great!
I'm thinking of changing the basement to suffer from very common earth quakes which make the ores move around (however much less frequent than fishing). That or we need to introduce some other types of controls. Such as a power meter you choose or a depth (how deep you thrust the mining pick)... something like that.
New ores are to be added into the profession, along with support for these ores in the smithing profession (new weapons and armor? edit existing?).
I'm going to be working on this next week. Let me know your thoughts and ideas so we can come up with something great!
farming a real profession
It seems everyone is a farmer.
And why the hell not? Using my secret playing account (yep, I'm a multi!) I train in certain professions but always have time for farming. While this is good because I can complete what appears to be a profession each day with about 2% energy, it's also a complete waste of what should be a real profession.
I'm thinking of putting together ideas on making the farming profession a real / full-time profession.
I'm not exactly sure yet... but lets hear what you have to say!
And why the hell not? Using my secret playing account (yep, I'm a multi!) I train in certain professions but always have time for farming. While this is good because I can complete what appears to be a profession each day with about 2% energy, it's also a complete waste of what should be a real profession.
I'm thinking of putting together ideas on making the farming profession a real / full-time profession.
I'm not exactly sure yet... but lets hear what you have to say!
weapon and armor damages
Hmm...
Weapon and armor damages were implemented to try and give smiths an extra use and / or increase the demand for smithed weapons and armor. But you know what? It appears nobody seems to have damaged weapons and armor!
Maybe the latest changes to battling / fighting will see some nasty damage inflicted on weapons and armor... we will just have to wait and see.
If it doesn't, I'm thinking we need to up the damage to weapons and armor so that it has some kind of effect.
Weapon and armor damages were implemented to try and give smiths an extra use and / or increase the demand for smithed weapons and armor. But you know what? It appears nobody seems to have damaged weapons and armor!
Maybe the latest changes to battling / fighting will see some nasty damage inflicted on weapons and armor... we will just have to wait and see.
If it doesn't, I'm thinking we need to up the damage to weapons and armor so that it has some kind of effect.
Subscribe to:
Posts (Atom)