DeletedUser28464
I have been pondering lately saying to myself "If this was my game, what addition would I make both to make the game more exciting and also make all the player classes happy." If this doesn't go through, Donald Trump can fire me.
Risky Business goes at the core of the game which is doing jobs.
All jobs would have two modes (including construction). The modes would be either normal or risky. Players have a choice to do either modes. Normal mode would be doing jobs like we presently do them. Risky mode would be doing jobs with extra bonuses (% more xp, % more money, % more value of the item being found, % more luck). Obviously doing jobs with risky mode brings more rewards but with it there will be great risk. First danger is that the % danger of doing the job would be greatly increased. Second danger is that other players will have a big incentive to attack you. When a player gets attacked when he is in risk mode and loses the duel, the winner of the duel would get, the money, the xp, items and products that the loser would have gotten for the time he was on the job. (If he scheduled a 1 hour job and he was 30 minutes into it, the winner would get 30 minutes of job xp, etc.) Also, the winner would get all the cash the loser is carrying. The winner would also get the normal xp he presently gets in duels. If the person that is doing the job is the winner, he gets a the normal xp for dueling but doesn't get anything more for he is already getting the bonuses on the job for doing it in a risky mode.
For builders, building in risky mode, the bonuses would be a % more LP's to construction and a reduced cost to build.
The icon of the player doing a job in risky mode would have to be of a different color. Also, players (including builders) doing risky jobs should be indicated in the town menu. As you noticed, I didn't put any specific percentages for the rewards. This would be up to Innogame to determine it. But, it would have to be high enough so people would be encouraged to do jobs in risky mode rather than normal.
Players would have a cool down button that can only be toggled (lets say 7 days wait). If the toggled button is on, that player cannot be dueled or cannot duel but as a penalty he cannot do risky jobs. Also, a penalty (in xp, money etc.) could be applied for doing a normal job with the button toggled.
If there is a duel, and neither player is doing a job, the normal duel xp, cash etc., applies. If a player is dueled while doing a job in normal mode, the normal process applies.
The following are extra recommendations I would have for the game:
I would eliminate the daily free xp, Players would be getting extra xp from doing risky jobs instead.
When people are in full hp and full energy, they would automatically fall out of sleep mode.
I would add more random features to duels (like lucky hits, jammed gun, critical hits, etc.), so that duels are not a just a matter of linear mathematics and builds.
I hope to see constructive criticism, and none of the garbage I have been reading in other responses.
Pedro, Hall of Fame #11, world 9
Risky Business goes at the core of the game which is doing jobs.
All jobs would have two modes (including construction). The modes would be either normal or risky. Players have a choice to do either modes. Normal mode would be doing jobs like we presently do them. Risky mode would be doing jobs with extra bonuses (% more xp, % more money, % more value of the item being found, % more luck). Obviously doing jobs with risky mode brings more rewards but with it there will be great risk. First danger is that the % danger of doing the job would be greatly increased. Second danger is that other players will have a big incentive to attack you. When a player gets attacked when he is in risk mode and loses the duel, the winner of the duel would get, the money, the xp, items and products that the loser would have gotten for the time he was on the job. (If he scheduled a 1 hour job and he was 30 minutes into it, the winner would get 30 minutes of job xp, etc.) Also, the winner would get all the cash the loser is carrying. The winner would also get the normal xp he presently gets in duels. If the person that is doing the job is the winner, he gets a the normal xp for dueling but doesn't get anything more for he is already getting the bonuses on the job for doing it in a risky mode.
For builders, building in risky mode, the bonuses would be a % more LP's to construction and a reduced cost to build.
The icon of the player doing a job in risky mode would have to be of a different color. Also, players (including builders) doing risky jobs should be indicated in the town menu. As you noticed, I didn't put any specific percentages for the rewards. This would be up to Innogame to determine it. But, it would have to be high enough so people would be encouraged to do jobs in risky mode rather than normal.
Players would have a cool down button that can only be toggled (lets say 7 days wait). If the toggled button is on, that player cannot be dueled or cannot duel but as a penalty he cannot do risky jobs. Also, a penalty (in xp, money etc.) could be applied for doing a normal job with the button toggled.
If there is a duel, and neither player is doing a job, the normal duel xp, cash etc., applies. If a player is dueled while doing a job in normal mode, the normal process applies.
The following are extra recommendations I would have for the game:
I would eliminate the daily free xp, Players would be getting extra xp from doing risky jobs instead.
When people are in full hp and full energy, they would automatically fall out of sleep mode.
I would add more random features to duels (like lucky hits, jammed gun, critical hits, etc.), so that duels are not a just a matter of linear mathematics and builds.
I hope to see constructive criticism, and none of the garbage I have been reading in other responses.
Pedro, Hall of Fame #11, world 9
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