Passed Research Mark II

  • Thread starter DeletedUser1105
  • Start date

Would you like to see this in-game?

  • Yes, I would!

    Votes: 78 87.6%
  • No I would not!

    Votes: 11 12.4%

  • Total voters
    89
  • Poll closed .
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DeletedUser8269

I have not added any armor, although the 5 points toward tactics could be taken as a kind of armor. I'm not trying to introduce new products or clothing with this idea though, I don't want to add too much and overcook it, because it's a big idea as it is.

In general the idea is ok but a few things:
you say you are not trying to introduce new products or clothing with this idea here. How are you matching this with what you state in your original idea at the very first post : ?

Im thinking if you are adding 5 levels of Tailor and 5 levels of General Store you definately need a big bunch of new items, at least 50 orso.

Tailoring Research Thanks to Clash and Diggo for these.
Level 1: Allows Tailor to be constructed to Level 11
Level 2: Allows Tailor to be constructed to Level 12
Level 3: Allows Tailor to be constructed to Level 13
Level 4: Allows Tailor to be constructed to Level 14
Level 5: Allows Tailor to be constructed to Level 15

Crafting Research Thanks to Clash and Diggo for these
Level 1: Allows General Store to be constructed to Level 11
Level 2: Allows General Store to be constructed to Level 12
Level 3: Allows General Store to be constructed to Level 13
Level 4: Allows General Store to be constructed to Level 14
Level 5: Allows General Store to be constructed to Level 15

Then another thing that worries me:
You can only research a maximum number of levels (I read 20/50 for example). So what do I do ?
- I research up to level 15 Tailor
- I buy the new Brown Riding Coat (example ofcourse)
- I demolish all 5 levels of Tailor upgrades again
- I rebuild them all 5 again
- I buy the new Fancy Riding Coat (yay! wanted that)
- I demolish them all again
That leaves me with the new Tailor items (and if I have time and wanna spend a lot of money (which I do because I dont have any other use for it anyway anymore, have over 200k) AND it still leaves me with all 20 Research options open.

Addition:
- I research up to level 15 Tailor
- I notice I dont have the item in store I want
- I demolish back to level 14 Tailor
- I rebuild level 15 again for a 2nd try on the Fancy Riding Coat

Cheers,
Gryph
 

DeletedUser

I love this idea!
with the need for certain products to advance the research! Like in forts. that'd be sooo cool!

which would mean a storage unit like in the fort...
how cool! perhaps you can use the stuff you already have in the fort... nahhh, best not to... new storage in town is better...

wohow...
I just read through the whole thread..
I wouldn't like to see bonus's to health of the players in town, nor to dueling skills (even though the dueler class has catastrophic bonus's - and I'm a solder!) of the town members.. This makes small towns even smaller and the big towns even bigger.
The research should be for enhancing gameplay and distinctiveness between towns... having special weapons and new outfits, more money in the bank sure, but not too much, or perhaps allows an increase of products found on certain jobs (the really hard ones- transporting ammunition, guarding the fort and diggin graves!).
I'm even for bonus's of non-dueling and otherwise unimportant stats like swimming, repairing and animal instincts (not too much either- 2, 5 maybe 7 points in ONE of these), so that could help the town members to open certain jobs earlier.
Maybe some bonus for the dueler class (ONLY!) more money or ability to steal products or find them when dueling..or something to make them duel more!

Reaserch would give the workers something to do again (after the whole grid has been developed with towns), though they would have to change their stats accordingly, gives the other classes something to do -(gathering products)

I would like to see the research degrade with time! Lets say that new products have to be supplied, and more constuction(I mean research) done to keep the research bonus active for, lets say a month. Each day the research bar goes down from 100 by 3 until it reaches 0, if it reaches 0 the research goes down a lvl (let's says tailor shop from lvl 15 to 14) to prevent this, town members need to supply the workers with enough products to do their work and keep the present lvl.
I dunno... just more action I guess... stuff!
I recon anything along these lines would be GREAT!

I don't agree on the following:
- bank shouldn't be able to hold more than 20000, maybe 22000 at lvl 5
- no health research, and definitely no health bonus for members!
- no bonus's to tactics, shooting or any other skill involved in dueling, or fort battles (I like the dulers bonus to damage though!!)
- no speed increase while doing jobs. (just not fair)
- no additional bonus's to prices in stores
 
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DeletedUser

Well done I think this is great you put a lot of effort into this.
*Applaudes*
 

DeletedUser

Hey Gryph, That's a good point about research with the tailor/GS but it could easily be fixed.

If there was something put in that remembered the item set a town unlocked from leveling up the tailor/GS using this research method then that would stop abuse. Eg if you leveled the tailor to 15 and then unlocked a Brown Riding Coat, deconstructed and then reconstructed you would have the same items you unlocked the first time ( including, of course, the Brown Riding Coat ).

The first time researching a new level would be the same as the levels now of course, factors such as luck would determine what item you got but after that the town would be stuck with those items for that level of the tailor/GS, no matter how much they deconstructed or reconstructed.

I hope that makes sense....lol. Anyway I reckon its a great idea, not to sure about the health boost but other then that I like it.

Darkendphoenix.
 

DeletedUser

Looks like a plan. But it kinda makes things easier. I know some would complain on this and think, it has to be the way it is cause making things easier will make the goals easier to achieve and its easier to lose interest this way. I like it but I think its never easy to implement on this game suggesting how far we have gone and how things have been changed and modified.
 

DeletedUser20647

bank

I think the bank research is kind of useless, as you can just keep items in your inventory and never lose them, instead of selling them and keeping the gold in yout bank acc. It would become underused in no time, i think..
 

DeletedUser

I think the bank research is kind of useless, as you can just keep items in your inventory and never lose them, instead of selling them and keeping the gold in yout bank acc. It would become underused in no time, i think..

When you can easily make $2k in a day and you start running into respeccing costs pushing $100k, you won't think it's excessive.
 

DeletedUser20647

When you can easily make $2k in a day and you start running into respeccing costs pushing $100k, you won't think it's excessive.

really? 2k/day?:dry: well then, that maybe makes the lvl15 bank become a bit too much:)
 

DeletedUser

I think it is A really good idea and would really improve the game also would add different clothes and new sets and making buildier become important and give them more building to do...

Which is good and will help each other.
 

DeletedUser

great great great i have been wondering how there could be added more things for town anbnd this is great -- i especially like the vault idea. I think banks should be able to be robbed some how have not brainstormed the idea yet.
 

DeletedUser

I think banks should be able to be robbed some how have not brainstormed the idea yet.
I wouldn't suggest that idea if i were you. They will just give you a bunch of threads to read and close it :p
 

DeletedUser

What is the state of the research idea anyway?

Has it been forwarded , ...if so is there any feedback from the devs ?
 

DeletedUser

What is the state of the research idea anyway?

Has it been forwarded , ...if so is there any feedback from the devs ?
This idea was introduced here in MAY. If it hasn't been passed on to the devs, people might start exploding :p
 

DeletedUser

just answer the question ...... oh you dont know , so here's an idea dont answer :p
 

DeletedUser

Summary
I propose that towns be able to research. This research would result in town-wide benefits.

How It Could Work
You would have to construct a new building (with an appropriate name) first. This would cost a lot of money and construction points to do. Then, within this building it would look much like it does when you construct in the town. You would have different categories of research (see below), with each category have different (increasingly difficult to attain) levels, each upgrade giving more benefits. There would be a good number of categories hopefully, each with 5 levels of research. But you would have restrictions on how many you could research (explained below).

Research Categories
I need some assistance with these. These are purely examples to give you a flavour of what my intentions are.

Security Research
Level 1: You could 'discover' a way to build a better bank vault. This would unlock an extra level (11) on the bank which could be constructed (at a cost of money/construction points as usual) to give an extra limit, such as being able to deposit $15,000
Level 2: Let's you upgrade the bank to level 12, giving $20,000 limit
Level 3: Let's you upgrade the bank to level 13, giving $30,000 limit
Level 4: Let's you upgrade the bank to level 14, giving $40,000 limit
Level 5: Let's you upgrade the bank to level 15, giving an unlimited bank.

Health Research
Each upgrade (there would be 5 levels again) would 'discover' a new cure for a disease, or a new discovery about the benefits of eating fresh vegetables or whatever, and would give extra health points to members of the town (which you would lose if you left the town). Very handy when the duellers come a-knocking.
Level 1: All members get 5% extra HP
Level 2: All members get 10% extra HP (total, not on top of the previous 5%)
Level 3: All members get 15% extra HP
Level 4: All members get 20% extra HP
Level 5: All members get 25% extra HP

Military Research
Level 1: You learn a new defensive tactic. All members get 5 tactics skill points (lost when you leave town, of course). Not putting offensive one in here because 1) would help attackers and 2) would cancel out the benefit of this defensive bonus.
Level 2: You learn something new about guns (God knows what, this is hard!). All members get 20 LP's towards all jobs with 'Shooting'.
Level 3: All members get 20 LP's towards all jobs with 'Leadership'
Level 4: You learn a new offensive tactic (oh, go on then!). All members get 20 LP's towards all jobs with 'Appearance'.
Level 5: You learn a new defensive technique. All members get 20 LP's towards all jobs with 'Hiding'.

Commerce Research (Thanks to George Hurst for this category and bonuses!)
Level 1: The town will recieve an extra 20% commission off items sold in shops.
Level 2: All town members get 10% off shop items,
Level 3: All town members get 10 LP's off jobs with 'Trading'
Level 4: All town members get 25% off shop items (25% total, not added to the previous 10%)
Level 5: All town members get 25 LP's off jobs with 'Trading' (25 total, not added to the previous 10)

Horse Breeding Research
Level 1: All members get a 5% speed bonus
Level 2: All members get a 10% speed bonus (total, not added to the previous 5%)
Level 3: All members get a 15% speed bonus
Level 4: All members get a 20% speed bonus
Level 5: All members get a 25% speed bonus

Technological Research Thanks to Diggo11 for this lot.
Level 1: Jobs can be performed faster. I.e. a 1 hour job will only take 55 minutes.
Level 2: Difficulty of all jobs is reduced by 5.
Level 3: Duellers weapons damage is boosted by 10%.
Level 4: Jobs can be performed even faster. I.e. a 1 hour job will only take 50 minutes.
Level 5: Difficulty of all jobs is reduced by 10 (not additional to the previous 5)

Educational Research Thanks to Diggo11 for this lot.
Level 1: All other researc bonuses are increased by 10%
Level 2: All other bonuses are increased by 20%
Level 3: All other bonuses are increased by 30%
Level 4: All other bonuses are increased by 40%
Level 5: All other bonuses are increased by 50% (to clarify a 10% bonus would become 15%, not 60%)

Tailoring Research Thanks to Clash and Diggo for these.
Level 1: Allows Tailor to be constructed to Level 11
Level 2: Allows Tailor to be constructed to Level 12
Level 3: Allows Tailor to be constructed to Level 13
Level 4: Allows Tailor to be constructed to Level 14
Level 5: Allows Tailor to be constructed to Level 15

Crafting Research Thanks to Clash and Diggo for these
Level 1: Allows General Store to be constructed to Level 11
Level 2: Allows General Store to be constructed to Level 12
Level 3: Allows General Store to be constructed to Level 13
Level 4: Allows General Store to be constructed to Level 14
Level 5: Allows General Store to be constructed to Level 15

Can you think of some others?

Research Level Restrictions (Thanks to Gem for this part!)
Towns would not be allowed to complete ALL the research. Each town would be allowed to research a certain number of research levels. This would depend on the number of categories. For example if we came up with 10 categories with 5 levels each (50 research levels total), each town could choose, say, 20 of these. Once you have researched your 20 levels, all others would be closed off.



Notes on restrictions:
  • Once a research level has been started (i.e. when a town member has completed some work towards that level), this is counted as a choice. This is regardless of whether the research is completed.
  • Anyone with enough labor points would be able to research, much like they can construct. It would require good town management to ensure that town members did not start research on any level that wasn't in your choice.
  • If you wanted to choose, for example, level 5 of Security Research, you would have to research the 4 preceding levels first so it would cost you 5 of your quota of levels.
Downgrading (Thanks to Gem again!)
It would be possible to 'downgrade' your research at any time. A town founder/councillor could choose to 'cancel' any level that is currently being researched, or 'downgrade' any level that has already been fully researched. All money and research points spent would be lost, but the town would regain a research level to choose. This would allow a town to essentially re-spec the town and choose different research levels depending on their mood. To get it back (or to spend the gained research level) you would have to research in the same way, with the same costs in money and research points.

Skills Needed
I need help here. How about: Leadership, Tactics, Fine Motor Skills, Stamina, Repairing. I do not know what difficulty each level of upgrade would be, I would leave this to the developers to work out. However, the 'research facility' would be upgradable to level 10 and would give a reduction in the difficulty of the upgrades, much like the town hall does for construction. (Thanks to Denisero for that suggestion!)



Benefits of this Idea
  • It would spawn a new breed of character spec. 'Researchers' would be in demand and people would specifically spec their character to be good researchers. The research levels would be sufficiently difficult that basically unless you specialise as a researcher, you wouldn't be able to research very well, and certainly wouldn't be able to research the last few levels. Gives another dimension to gameplay.
  • Builders would have more to do, with them having to construct a new building. This building would be sufficiently difficult to build that it would require a lot of effort.
  • Other town members would have more to do, having to donate a lot of cash first to help with the construction and then right through with all the research
  • It is important to remember that research such as the security one would only 'unlock' the ability to construct further bank levels. It wouldn't automatically give you those levels. You would then have to pay and construct those upgrades. These would also cost a lot of money/construction points. This would extend the building of towns by a long long way. It would also give more management issues - do you let your researchers spend money in the treasury, or do you let your builders have it when you unlock something? Keeping both sets happy would be fun.
  • Could possibly bring more money to Innogames. People may be more inclined to start a game on a new world just to be a researcher, and if they buy premium for their other worlds, they probably would do for this one too.
  • Variety and individuality. With towns having to pick and choose which levels to have, every town would be different depending on which levels they chose. This would make joining a town more interesting, because you'd most likely want to know what they planned on choosing before you joined.
  • Community aspect. This could result in towns having big discussions on which levels to choose. Or a leader might just pick and choose themselves - but will town members be happy with that and accept it? Would add more elements to town communities.
Potential for Abuse
I cannot see any.

Mock Up
Not the best, I know (it even still say's 'construction' instead of 'research', but I had limited time and I'm sure you get the idea anyway.


This is a good idea :laugh::D for Ingame
 

DeletedUser

Well, I originally thought this was a good idea, and it still is.

However, it doesn't represent the real West much....

Ah, who gives a.... dang?
 

DeletedUser

I think this is great idea nice thinking it would add more fun to the game at a new level :)
 
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