DeletedUser
Problem:
Shops get boring, or don't carry good items (or any of the other common shop-related gripes).
It admittedly doesn't seem fair that through all of the massive work required for upgrading shops, the town's rewards come down to cold, unfeeling luck. Some have suggested inventory rotation (no), some have suggested that shops sell whatever is sold to them (no). None of these ideas are feasible or friendly (in my opinion).
Solution:
Shop Renovation.
Once a shop has reached its final level, clicking on "Construction" for that building will take you to a familiar construction window, but with "Renovation" as the window title.
Shop Renovation's difficulty is 10% higher than the previous upgrade/renovation.
Example: Difficulty for upgrading the Gunsmith to level 15 is 180 with a maxed-out Town Hall. So, the first renovation's difficulty would be 198. The next renovation for the Gunsmith would be 218. The next would be 240, and so on.
Experience gained may raise with each renovation, to a cap of 60-70% (or something).
With each renovation, one random item in the shop is upgraded, like thus:
Gray Shawl --> Red Shawl
Plain Metal Cross --> Silver Cross (or gold if Silver is already there, etc.)
Derringer --> Precise Derringer
And so on.
In some case, if there are no gray, rusty or metal objects, then a colored item might simply change to another color (but cannot get downgraded to gray). So, if your Tailor has no gray items, a red shirt might upgrade to a Fancy Shirt, or it may simply become a Green Shirt.
So, the feature's item upgrade priority is:
Upgrade rusty, metal and gray items first.
Then, it's a random upgrade for any item that isn't already fancy, precise, etc.
If all items are maxed out (Gunsmith), then nothing happens. Congratulations.
Effect on Game Mechanics:
SUMMARY:
1. The item to be upgraded or re-colored is generally RANDOM each time. You literally CANNOT plan for a "perfect shop."
2. Each renovation becomes exceedingly more difficult than the previous one.
3. You carry the risk of a colored item you like changing to an item you do not like. "Upgrade" is a relative term!!
4. Every town's gunsmith has at least 2-4 rusty weapons. This means that you have to conduct 3-5 renovations before you upgrade a regular weapon to a precise weapon, and it just MAY be your slingshot.
Shops get boring, or don't carry good items (or any of the other common shop-related gripes).
It admittedly doesn't seem fair that through all of the massive work required for upgrading shops, the town's rewards come down to cold, unfeeling luck. Some have suggested inventory rotation (no), some have suggested that shops sell whatever is sold to them (no). None of these ideas are feasible or friendly (in my opinion).
Solution:
Shop Renovation.
Once a shop has reached its final level, clicking on "Construction" for that building will take you to a familiar construction window, but with "Renovation" as the window title.
Shop Renovation's difficulty is 10% higher than the previous upgrade/renovation.
Example: Difficulty for upgrading the Gunsmith to level 15 is 180 with a maxed-out Town Hall. So, the first renovation's difficulty would be 198. The next renovation for the Gunsmith would be 218. The next would be 240, and so on.
Experience gained may raise with each renovation, to a cap of 60-70% (or something).
With each renovation, one random item in the shop is upgraded, like thus:
Gray Shawl --> Red Shawl
Plain Metal Cross --> Silver Cross (or gold if Silver is already there, etc.)
Derringer --> Precise Derringer
And so on.
In some case, if there are no gray, rusty or metal objects, then a colored item might simply change to another color (but cannot get downgraded to gray). So, if your Tailor has no gray items, a red shirt might upgrade to a Fancy Shirt, or it may simply become a Green Shirt.
So, the feature's item upgrade priority is:
Upgrade rusty, metal and gray items first.
Then, it's a random upgrade for any item that isn't already fancy, precise, etc.
If all items are maxed out (Gunsmith), then nothing happens. Congratulations.
Effect on Game Mechanics:
- This feature allows towns to work toward bettering their shops late in the game. The rewards may be subtle (or even completely underwhelming; i.e. "Rotten Club --> Club"), or the rewards may be wonderful (i.e. "Gray Shawl --> Brown Shawl").
- The feature tracks how many times it's used per building, and adjusts the difficulty each time accordingly (+10% per renovation). This prevents repetitive renovation on one building in order to "max out gear." Sure, it's possible to have a "perfect" Gunsmith, but it's going to take you a very, very long time -- and lots of cash -- to get there.
- The feature bolsters town pride, resident-retention, gives Builders something to live for after the 42,800, and allows the excitement of wondering "what are we gonna get?!" to continue past the 10-10-15 milestone.
- Points gathered while renovating do NOT affect the town's point total. 42800 remains the max.
- It may be nice to feature a designation beside the Shop's level while viewing the shop's inventory. Example: Level 10 (R3)
SUMMARY:
1. The item to be upgraded or re-colored is generally RANDOM each time. You literally CANNOT plan for a "perfect shop."
2. Each renovation becomes exceedingly more difficult than the previous one.
3. You carry the risk of a colored item you like changing to an item you do not like. "Upgrade" is a relative term!!
4. Every town's gunsmith has at least 2-4 rusty weapons. This means that you have to conduct 3-5 renovations before you upgrade a regular weapon to a precise weapon, and it just MAY be your slingshot.
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