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Multipling the number of resources everywhere

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batoonike

Warrior

Posts: 111

Joined: 28 Mar 2010, 22:00

Post 23 Dec 2012, 13:11

Multipling the number of resources everywhere

It's pretty un-kam-like idea but what if all the prices and deliveries would be multiplied by 10? The serves could also carry 10 units of resource and would not take a job unless there is at least lets say 10 units of stone to be delivired? All the numbers would remain the same, only thing is, that we could change prices for units more precisely in order to get better balance. Aka make crossbow cost 25 iron and other iron weapons cost 20 iron. For the weapons and horses it could remain as it is, because it doesn't make much sense to need 10 swords to make a knight :D

The prices and deliveries could be presented with numbers.
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Krom

User avatar

Knights Province Developer

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Joined: 09 May 2006, 22:00

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Post 23 Dec 2012, 14:58

Re: Multipling the number of resources everywhere

Not sure if I don't like this because of many flaws (each unit will eat 10 breads and 10 wine?) or because of it is not really needed. IMO current prices dont need much more finer control, and if they do that could be solved within market walls :)
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dicsoupcan

Moorbach's Guard

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Joined: 12 Feb 2012, 21:36

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Post 23 Dec 2012, 14:59

Re: Multipling the number of resources everywhere

I am sorry i do not see this work. Let me give an example. the moot expensive building in kam is the barracks, wich need 6 wood and 6 stone. if serfs only start to deliver when there is 10 of a resource needed, you won't be able to build it, or anything else at all.
You have enemies? Good. That means you've stood up for something, sometime in your life. ~ Winston Churchill
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batoonike

Warrior

Posts: 111

Joined: 28 Mar 2010, 22:00

Post 27 Dec 2012, 13:12

Re: Multipling the number of resources everywhere

@ Krom I was considering unit "prices" as general amount of effort to produce that unit. Not market regarded. But I'm glad you have faith in balancing it as it is.
@Dicsoupcan: the building costs would also be multiplied :)
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Nayot

Blacksmith

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Joined: 06 Aug 2012, 16:31

KaM Skill Level: Fair

Post 30 Dec 2012, 09:21

Re: Multipling the number of resources everywhere

Sorry, but I don't want to force army 3 hours. And if you would also multiply the amount of resources you get = 30 stone instead of 3 it would be exactly the same.
1 iron unit would cost 20 iron and 40 coal? No way!

Sorry, but I don't see future in this, maybe I' ve understood your idea bad.
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batoonike

Warrior

Posts: 111

Joined: 28 Mar 2010, 22:00

Post 30 Dec 2012, 12:57

Re: Multipling the number of resources everywhere

"Sorry, but I don't see future in this, maybe I' ve understood your idea bad."
You most certainly have. Try to read again if you truly want to understand.
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Lewin

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KaM Remake Developer

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Location: Australia

Post 30 Dec 2012, 21:40

Re: Multipling the number of resources everywhere

I think this just unnecessarily over complicates the game. I think we can make the game balanced without needing higher precision in resources.
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Krom

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Knights Province Developer

Posts: 3281

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 31 Dec 2012, 08:35

Re: Multipling the number of resources everywhere

Yes, that sounds like an over-complication.
Knights Province at: http://www.knightsprovince.com
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Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de

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