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Thread: Suggestions

  1. #1101
    Noble
    Join Date
    Mar 2012
    Location
    computer chair atm, but always at home in my head
    Posts
    323
    World
    Zeus

    multi-building selector

    many players have posted asking for the ability to start/stop multiple buildings at a time, in most cases reffering to their gold chain. i think i have a solution to this, 1 that i dont think should be difficult to program into the game, though i dont know the specifics of the coding involved in the game so i could be wrong.

    it seems to me that every production building has the same basic functions available when the building is selected: start/stop production, upgrade, and, while it is now done through the toolbox tab in the bulding menu, demolish building used to be an option there

    my idea is to add an option to the toolbox tab in the building menu, a 'multi-building selector'. when a player clicks this button, they then have the ability to select multiple buildings at a time. selected buildings should be indicated in some way, perhaps an icon over the building on screen, or maybe a list in the upper right corner of the screen should appear, listing all selected buildings, including the buildings current level. maybe both could be done. clicking a building a 2nd time should deselect it and remove it from the list.

    when the player has all desired buildings selected, they should click the building selector button again, or perhaps another button that will pop up when the multi-building selector is clicked, which will lock in those buildings and open up an interface window similar to the 1 opened up when you click on any building. here, it should be possible for the player to simultaneously start/stop production, upgrade, or demolish all selected buildings.

    of course, there should be if/then/else statements written in so that if any building in the selected group is level 5, then the upgrade button will be greyed out and unselectable. this will sidestep any potential problems arrising from clicking upgrade w level 5 buildngs selected.

  2. #1102
    Recruit
    Join Date
    May 2012
    Posts
    23
    World
    Zeus
    How about a rain barrel --- just like a silo, except it refills wells... ??

  3. #1103
    Recruit
    Join Date
    Nov 2012
    Posts
    6
    1- For my part, i believe we should be able to decide how many wave a general will attack, for example, i want to send 150 recruts to soften the ennemy camp, telling my general to retreat with the survivors after 2 rounds. It would make battles a bit more realistic since army generally don't attack until the last man standing (in defense, yes). We would still get lots of loses, just a little less then now. you could even add a 10% loss on the remaining troops (for the wounded that were left behind)

    Also, though i don't think you are gonna change that, but since i sterted playing, i have been sorely puzzeled by the cavalry unit. I mean, did you guys just brainstormed every idea that would make cavalery useless? cause it sure looks like it. Cavalry (we're talking about medieval cavalry here, wich mean heavy cavalry) has alway been a strong and powerfull military unit. A horse usually weight more then 3 humans and can be trained to wear heavy armor, the soldier on the horse is also heavily armored and is armed with a 10 feet lance (or near that) that will impale ennemy during a cavalry charge. All that means that a cavalry unit SHOULD have more hitpoints then a soldier of the same technology lvl. Since the horse and the soldier, in their heavy armor weigh so much, and also because the horse is going pretty fast during a charge, it gives this unit incredible attack power. The only bane of the cavalry is the pikeman who can raise a wall of pikes and stop the cavalry charge. Although the cavalry can charge at high speed, it is fairly useless the rest of the time. (most weapon are harder to use when you sit a horse and it is hard to protect your mount from all sides at once). A cavalry charge take some times to organize, and even more time to strike home cause the horse need to start slowly and gain speed as they go, so cavalry need to be protected and will usually strike only when the foot soldiers are engaged in battle (or as a first strike if 1 wave of cavalry is deemed enough)

    Aditionnaly, canon are very advanced and fragile stuff. (break the wheel of the canon and you can't fire with it, make the barrels of powder explode for same result)) Also, cannonneer usually wear little armor so as not to be slowed when reloading the canon. Canons also have the ability to fire a few miles away, farther then any longbow ever could (crossbows have even shorter range). So an aproaching army usually feel the enemy canon first thing, then whatever arrow or quarrel, then the foot soldiers, Then the cavalry.

    2- To that end, cavalry should receive major hitpoints and damage while receiving a malus in defense and be moved to a last strike unit, but retain their attack weakest target.
    3- While canons should have less hitpoints, a bit higher damage but with a bit less accuracy (1 canon hit that connect should kill any soldier except bosses) and be moved to first strike.

    4- I will also add my voices to those who requested an adaptable ressource bar. I'd love to have my exotic wood plank and my granite numbers beside the HWP, PWP, stones and marbles numbers.

    5- Being able to cancel your provision house production would be indeed very great.

    6- Have you thought about an endless coal mine? (appart from the recycling factories)

    7- Twould be nice to be able to give gem to friends (either in small amount between friends from your stock or when you right-click and choose gift and buy it for someone)

  4. #1104
    Settler LadySilverDagger's Avatar
    Join Date
    Nov 2012
    Location
    Canada
    Posts
    111
    World
    Zeus
    You know what would be really handy? An ability to keep track of other people's army's while on adventures. It would be nice to either have: a list of the generals, the troop composition, and their actions (are they waiting for orders, are they moving to a new position, or what camp they're attacking), or be able to click on the garrisons to see what the generals are doing and what troops they have.

  5. #1105
    Soldier
    Join Date
    Feb 2012
    Location
    Houston, TX, USA
    Posts
    56
    World
    Zeus
    Quote Originally Posted by Malthraus View Post
    How about a rain barrel --- just like a silo, except it refills wells... ??
    It would be similar to a watermill. I don't think it is necessary though.

  6. #1106
    Recruit
    Join Date
    Dec 2012
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    3
    World
    Zeus
    I haven't read all 110 pages of this thread so hopefully my suggestion has not cropped up before.....

    Allow a second barracks at say lv45 and a second provisions house at lv50.

    Reasons: By the time a player makes it to lv45 they are working an adventure and then having to spend a day or two rebuilding the troops in order to move on to the next adventure. This gets boring and high lv players leave. By speeding the troop replacement the player stays interested and active. Likewise the extra provisions house (and that shouldn't be before lv 50 - reason below) means that the player can finally make enough settlers to go with the troops they are producing, again it engages the player and keeps them active.

    Benefit to bb - and there has to be one or this will never happen

    The extra barracks requires settlers to be turned into troops so more noble buildings will be needed, this either requires licenses (gems) or deeds (gems). The provisions house won't necessarily be able to cope with the constant demand for settlers (nor may the players bread supply, 500 settlers a day requires bread supply at 6.5k/12hrs - that is 8 lv5 bakeries with their infrastructure and storage for same) so more settlers need to be bought (gems).

    By lv50 and the new provisions house the player has probably run out of the backlog of adventures stashed in the star menu so now they need more adventures (gems). The players are possibly getting irritated at never having enough bread as the farms need constant attention - silos (gems). Water keeps running out - watermills (gems). And I haven't even gone into the mechanics of producing enough weapons!

    So you see this works on many levels - for those who posses immense patience and who are prepared to spend long hours each day repairing and replacing on their island there doesn't have to be any cost but for those who want the benefits without the hours of work - looking to set things going and come back each evening to do another adventure without the maintenance hassle there is a gem route for that.

    I hope this suggestion meets with favour - I'm only lv32 atm but I see high level players getting disaffected and leaving, this can't be good for the long term. It would be nice to think that bb are looking at how to extend the game beyond lv50 - though that does, I think, present problems in terms of what else may be farmed, mined or sought in quest without having to do a full recode of the map with all the problems that could/would cause. Hopefully my suggestion can provide enough interest for high lv players to bridge the development gap.

  7. #1107
    Recruit
    Join Date
    Aug 2012
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    2
    World
    Ares
    I would like to see some way for Admins in a guild to track the members that finish the guild quest. We are having trouble with finding the people who are not keeping up with them. Is this something thats being looked into?

  8. #1108
    Soldier
    Join Date
    Aug 2012
    Posts
    86
    World
    Zeus
    I think this is a simple request; I would love to be able to rearrange the order in the provision house.

  9. #1109
    Recruit
    Join Date
    Nov 2012
    Posts
    46
    Decoration Ideas

    A Ship and Dock - to place off shore, like the ships in the Island of Pirates Adventure - that would be VERY cool!

    A Bridge - ideally it would be able to go over the river, but even if not, just a nice way to dress up a road. A small stone arch would be a good bridge.

  10. #1110
    Recruit
    Join Date
    Oct 2011
    Location
    Whitesville, KY
    Posts
    10
    World
    Zeus
    Well, I think TSO needs to show last log in time/date for members and track weather they did guild quest or not for us. This will help keep our individual members and overall guilds active in TSO. I know many guilds go for extended lengths of time with many in-active players which also hurts our guild quests. Some kind of log in/out talley should be available for each guild/guild leader, whether in guild window or in a new tab. Thank you for your consideration,

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