Enrico
Tree Surgeon
- Joined
- Dec 14, 2007
- Messages
- 518
Well with Law and Effect being removed in age 4.5 I decided to brush the dust of an old idea I had when I started to play the game. That each company would have an aspect, that would influence it in some way.
(Nota Bene: The details of each aspect is not completely thought trought, will probably need tweaking not to be abusable, I hope the discussion can be on the system i general, not in detail.)
Each company would choose an aspect, the aspect would be permanent for each ID, similar to P-solo. The aspect would represent the company boards strategy for the company... and importantly, the strategy of each company would be hidden for all others. Each aspect would affect the company in some way, and hopefully encourage different playingstyles, and different ways to use the differnt routes.
Some suggestions: (as mentioned, these might be unbalanced now, but that would just mean tweeking) When I use "experience" I mean the same mechanic (i.e. better armour/health damage)
Aspect
Hostile Takeover: Bonus when attacking (possibly on land stealing as well)
Consolidation of Assets: Bonus when defending (possibly also when defending alliance members)
Minimum Wage - Unskilled Labour: Cheaper "basic" staff. (I think cutting the cost on route specific would be to drastic)
Telecommuting: Faster mobs returning or possible the idea that you get an extra mob? (I liked that thought)
Diversification: Some bonus given when you send mobs containing many different types of units, with a loss for singel unit mobs...
Fringe benefits: Bonus to bribing
R&D: Bonus on development speed/cost..
A last possible aspect would be "Health and dental plan: Larger number of staff is injured rather than killed"
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(Nota Bene: The details of each aspect is not completely thought trought, will probably need tweaking not to be abusable, I hope the discussion can be on the system i general, not in detail.)
Each company would choose an aspect, the aspect would be permanent for each ID, similar to P-solo. The aspect would represent the company boards strategy for the company... and importantly, the strategy of each company would be hidden for all others. Each aspect would affect the company in some way, and hopefully encourage different playingstyles, and different ways to use the differnt routes.
Some suggestions: (as mentioned, these might be unbalanced now, but that would just mean tweeking) When I use "experience" I mean the same mechanic (i.e. better armour/health damage)
Aspect
Hostile Takeover: Bonus when attacking (possibly on land stealing as well)
Consolidation of Assets: Bonus when defending (possibly also when defending alliance members)
Minimum Wage - Unskilled Labour: Cheaper "basic" staff. (I think cutting the cost on route specific would be to drastic)
Telecommuting: Faster mobs returning or possible the idea that you get an extra mob? (I liked that thought)
Diversification: Some bonus given when you send mobs containing many different types of units, with a loss for singel unit mobs...
Fringe benefits: Bonus to bribing
R&D: Bonus on development speed/cost..
A last possible aspect would be "Health and dental plan: Larger number of staff is injured rather than killed"
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