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Forum : Notice Board
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AuthorTopic : Resource Buildings Lifespan
Proteus [R]
Joined 26/12/2000
Posts : 608

Posted : Friday, 15 June 2001 - 09:39

Actually you can build more than just 3.

When you first start you can only build 3 resource buildings at top speed (1 cycle). So even in begin you can build 3 per cycle. That in itself is pretty good.

If you decide to invest in Construction Techs, you can increase it to 4, 6 or 9 per cycle. Of course you have to pay to get the extras.

But here''s something to think about.
If you mine the land too quickly, although you will have large reserves, if someone attacks your resource building and destroys it, they get a % of your reserves. So if you have ALOT of reserves, and only a small number of buildings they will get a larger chunk of your hard earned $.

eg. If you had 50,000 metal, and only 4 mines, and one was destroyed you would lose 1/5 of your metal.
You lose 10,000 metal, and the enemy would get 5,000 of that.

Of course if you mined the land slower, this wouldnt be as big an issue, but then you''d have to protect the land so noone else takes it.

Something to think about...

Chrispy
Joined 13/05/2001
Posts : 74

Posted : Friday, 15 June 2001 - 10:00

Also, what about what I said earlyer, about the %lifetime, cause if, let''s say, you take all the trees from a highland 2*2 block, why can''t you then mine, or quarry that same 2*2 block?

Proteus [R]
Joined 26/12/2000
Posts : 608

Posted : Friday, 15 June 2001 - 12:41

3 reasons...

First, its not very realistic to open a mine on the same location you just had a quarry or woodmill. The land is usually a bit of a mess.

Secondly, and most importantly, is gameplay.
The limited resources strategy only works because there is finite amount of resources. If you could mine each land 3 times (different resources) then there would simply be too many resources, and it would be too easy.

Lastly, the coding would be quite complex for something that wouldnt really be benificial anyway. Plus there would be no good way to display the lands current status. How do you show that land has no metal or stone left but does have wood? Too complicated.

andy42
Joined 15/03/2001
Posts : 51

Posted : Friday, 15 June 2001 - 21:42

Principially, this this feature /limited lifespan/ seems to force more dynamics in the game. But I agree with those who says that 10 cycles is too short delay. I would opt for 20 cycles lifespan. Or the value should be chosen as 1/3 of game lenght
actually 50/3 days.

Chiron
Joined 19/09/2000
Posts : 1877

Posted : Saturday, 16 June 2001 - 08:06

In trial 10 cycles is more than long enough, in newtest though i''d imagine rebuilding everyday would be a lil annoying.

Proteus [R]
Joined 26/12/2000
Posts : 608

Posted : Saturday, 16 June 2001 - 11:28

Yea, but dont forget NewTest is a non-standard game, and assumes that you''re playing every 2 hours.

If you did log on every 2hrs, then re-building once every day is not so bad.

But lets think about this.
With the coming StorageUnits, and thus a maximum resources limit, you dont want to be constantly building and generating resources because it would quickly surpass your max, and thus you would lose that income.
So at points, it would be best to not have an income.

Chrispy
Joined 13/05/2001
Posts : 74

Posted : Saturday, 16 June 2001 - 22:50

will we lose our ''excess'' resourse once these storgae unit come into effect?

The Survivor
Joined 8/01/2001
Posts : 364

Posted : Sunday, 17 June 2001 - 08:00

hmm storage units I know how that works the more storage units you build you can increase your max otherwise you lose everything else u got if ur resources are up to max

meaning if u have max resources u lose the rest of the resources

or if thats wrong and u have a different use of it then the things I said have no meaning I suppose I was only just saying what happens if u use the storage buildings from the old waronline

Chrispy
Joined 13/05/2001
Posts : 74

Posted : Sunday, 17 June 2001 - 08:45

I just hope you make it so that the ''excess'' resourse are stored in the castle, otherwise I''m imbetween a rock and a hard place.

Xelwin
Joined 2/05/2001
Posts : 3

Posted : Tuesday, 19 June 2001 - 01:54

the lifespan is too short make it a little more long pls

-[Ultima]-Ramzie
Joined 29/11/2000
Posts : 38

Posted : Wednesday, 20 June 2001 - 15:41

I agree the lifespan is too short.

Proteus [R]
Joined 26/12/2000
Posts : 608

Posted : Wednesday, 20 June 2001 - 15:45

Too short?
In TrialGame1, your resource buildings last 5 full "real" days. Thats quite a while.

I could extend them, but I''d have to reduce their income.

-[Ultima]-Ramzie
Joined 29/11/2000
Posts : 38

Posted : Thursday, 21 June 2001 - 15:40

I mean for the newtest.

Genming
Joined 22/04/2001
Posts : 885

Posted : Thursday, 21 June 2001 - 16:04

I think that a resource land should not be losing lifespan until the resource building has been full constructed and functionable. Presently I noticed my resource lifespan start dropping the moment I start a constructing a resource building.

Overlord
Joined 8/05/2001
Posts : 241

Posted : Friday, 22 June 2001 - 00:25

That is a VERY good point Genming! Off of that: if you pause contrution for some reason then you could lose the entire lifespan without actually getting anything.

Proteus [R]
Joined 26/12/2000
Posts : 608

Posted : Friday, 22 June 2001 - 08:02

done!!

lifespan should only drop for buildings that are active.

Overlord
Joined 8/05/2001
Posts : 241

Posted : Friday, 22 June 2001 - 12:02

Glad to here it, thanks...

Egregius
Joined 11/07/2001
Posts : 3513

Posted : Thursday, 12 July 2001 - 20:07

I think it would be more logical and please a lot of people if the duration would be 7 days (a whole week) and buildings yielding 28.6% less resources per cycle (so that in the end it produces the same amount).

Genming
Joined 22/04/2001
Posts : 885

Posted : Thursday, 12 July 2001 - 20:42

Hmm... no that would not please me.

Why? Because you actually get less total resources because of that.

Aramen
Joined 11/07/2001
Posts : 15

Posted : Friday, 13 July 2001 - 12:47

Requiem; If you have several of the income techs researched does that reduce the time-to-live of the resource building or does the tech add a percentage to the eventual output of the resource building?

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