I wanted this not to just get burried in the general suggestion area so Im putting it here in hopes you might find some of the thoughts useful.
Id like to see an option to move from the current stance to an 'open field' where there would be a PVP option. Have level protection to level 20 or so , or even an option to participate in PVP on a per instance or server wide option would be good. You could also enable combined armies by having ability to build camps in allied lands, thus enabling guild wars and such.. have a new area/server where its a 'continent' allowing for more player contact - players start on starting nodes with a certian random layout and reource placement but need to range afield to expand and find more resource - this could add a great dimension to the game while also letting all the "I dont wanna pvp" whinners stay just where they are on their little islands (moving to the continent would be player choice , but done on the understanding they would then be open to PVP caveat level prot/choice/whatever you decide). Really theres a HOST of dynamics that can make the game better here - have the camp be just the base bottom option, and have a 'worker camp' move with it optionally , workers could construct earthworks/roads into enemy territory even pallisaides /cavalry breaks/moats/baileys even stone works (with the appropriate marble or stone quarry available) to make fortifying your border possible or building a siege camp/bailey/castle possible on enemy land. Have there be a gemoetric escalating cost to maintain the farther into enemy territory you go to limit jumpers/blitzers. Add siegeworks (balistas catapults onagers trebuchets catapults sappers) for a dynamic experience... you dont have to go real time but seeing the graphics of them shooting while the fight is engaged then simplify by having them just give a bonus to defense/offense, or slowly destory enemy siegeworks/defenses ... allowing you to assign workers to repair etc which could cost materials and coin... having your army draw a wage is another good idea too... maybe food supply as well? Lots to have possibly there and really impact play in a positive manner to enrich the experience. Make sure not to overtax the player tho ... have the computer micro manage and just give a cost display total in coin and food and population, give option for the seasoned player to tweak? Supply lines could be added too, ability again to path thru allied land. Lack of supply could lead to starvation/desertion. Make slow so players have opportunity to get cut off forces resupplied or fight out from behind enemy lines if an ally backstabs and 'flips'.
I think this is something this game HAS to work towards... a cooperative team play enviornment.. you can see the common thread amongst the high level players is along the lines of "Thats all there is , remaking my mines? Boooooorrrrinnng.." Etc, ect. They have a point. This can be a cooperative game play enviornment. The origional settlers I played on my 386 was great in that I could continue to explore the countryside and that map was varying in both resources and enemy resistance. You had to search out your resources , path your settlers (planning to go around steep hills is fun potentially ... so are earthworks/tunneling and flattening land!) and keep a mind to defense/offense and expanding your borders with influence too. All are positive game experiences when executed the right way.
Pull off something like the above and you could see a real richness added as people make great walls around their borders , extend them , build towers , lay sieges to the enemy and fight great wars. IT WOULD ROCK THIS GAME.
That brings me to ANOTHER thing. Roads/trails/paths. These shoul enhance worker speed. Say 1.5x/1.25x/1x ? Have paths be free , trails have small costs (like .25 coin/day/meter and roads @ .5 coin/day/meter total trail/road length) and slow workers down who have to go 'offroad' by a factor of 2. This is a positive game aspect that would reward the prudent city planner. Have unmaintained roads become trails , unmaintained trails degenerate into paths.. have potholes appear, grass grow on them and trails. The maintenance would be a separate window (allowing player to spend or reduce spending for a part or slower deterioration effect). Have a slider bar with a memory mark - so when player runs out of money it goes to 0 , but comes back as soon as the treasury makes money. Roads that become trails would have to be built back (make building roads cost!) trails should have a cost too but much smaller (by factor of 10 or more).
There should also be a tax option , which would effect growth rate - it should give VERY little money , and cause peasents to leave at over a VERY modest rate but again something the player can control. Also have empty residences require maintenance, or decay (and then at a point cost to be refurbished or if left a long time with no maintenance , collapse entirely). Another addition to the infastructure tab. Academies and schools could be required for military and advanced civillian buildings and you could have an education/technology mechanic/aspect expansion there too.
Maybe also ensuring your RESIDENCES have access to food and water? Have the draw be small , even miniscule , but have a min of the ability to get water and some kind of food. Increase peasent growth rates with each additional type of food that becomes available ... small starvation rate if only water avail.. faster starvation rate if food becomes unavail. After a time it should be possible to go to zero , then you have to start a new account. This could come about if someone trashed your town and you didnt/couldnt rebuild too - harsh but there should be a way to win and vanquish your enemies in PVP. There should also be consequnces for poor city planning in non pvp... if you dont like this you could maybe make wheat fields and wells perpetual to a point (when depleted they produce 1 wheat/every so often to enable say 5-10 peasents to live with their meager output). This makes the game more challenging and hence good.
Ideally I would like to see you institute a 3-d landscape like the old settlers , make the mountians climbable etc but I know thats a LEAP and 1/2 lol... maybe somedy right
Bottom line - to continue settler's sucess longterm , you need to think of ways to interest and enthrall ALL potential players as long as it doesnt impact the gameplay of existing players. Listen to feedback and try to expand on anything that builds on community dynamic. The trades is a great thing. Coop developments can be a great thing. Guildwars and pvp can be a great thing. Map improvements / addition of 3D , infastructure plannig can be a great thing.
Finally thanks for your hard work , and I hope you succeed !


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