DeletedUser
Guest
Hello,
Need is the mother of invention being in a situation where i can't utilize all my builders at the moment and waiting at the bottle neck of a tech tree to start producing third gen magical goods, this idea just formulated
[Summary] - Enable players within a fellowship to hire out their builders when not needed. This can be in exchange for coins, or a limited set of goods.
[Details] - A player that has excess goods and only 2 builders that are busy, can set up a transaction with a player that has excess builders and a need of those goods to benefit both and encourage working in fellowships.
e.g. I currently have 4 builders, I do not have the population to upgrade the main hall, and do not have the gems/elixir/dust to upgrade the houses to get more people. I can potentially upgrade workshops, but then i have even less people. Obvious opportunity cost for me, and i'm sure the situation happens to many.
Idea is to be able to put up 2 of my workers to be hired and in exchange, get the goods/coins i need around the city.
Balancing the price may be interesting because extra builders are bought by diamonds only, but it would encourage people to join fellowships and be able to exchange.
How: a workmarket of sorts would be set up, similar functionality to trader, with wholesaler options (deactivates one of your builders for a day and you get say 100 silk) and fellowship options (allow a fellow to hire & use my builder for 3hrs/9hrs/1day/2days for 50/90/250/400 silk) exact values to be calculated according to yield.
To limit any exploitation by premium users, limiting the hiring out of a user's builders to the original 2 is maybe an option.
[Reasons for implementing] - help make tactical players more efficient. added incentive to join fellowships. encourages discussion and comms between players to sort out the details. people can get needed goods/builders and do more to advance in the game.
[Impact on other game features] - Extra workmarket window/system needed. can be replicated from the trader system with minor changes. and can sit at the bottom of the UI next to trader as well.
Little icons on top of traders hut to signal extra/missing builder
Need is the mother of invention being in a situation where i can't utilize all my builders at the moment and waiting at the bottle neck of a tech tree to start producing third gen magical goods, this idea just formulated
[Summary] - Enable players within a fellowship to hire out their builders when not needed. This can be in exchange for coins, or a limited set of goods.
[Details] - A player that has excess goods and only 2 builders that are busy, can set up a transaction with a player that has excess builders and a need of those goods to benefit both and encourage working in fellowships.
e.g. I currently have 4 builders, I do not have the population to upgrade the main hall, and do not have the gems/elixir/dust to upgrade the houses to get more people. I can potentially upgrade workshops, but then i have even less people. Obvious opportunity cost for me, and i'm sure the situation happens to many.
Idea is to be able to put up 2 of my workers to be hired and in exchange, get the goods/coins i need around the city.
Balancing the price may be interesting because extra builders are bought by diamonds only, but it would encourage people to join fellowships and be able to exchange.
How: a workmarket of sorts would be set up, similar functionality to trader, with wholesaler options (deactivates one of your builders for a day and you get say 100 silk) and fellowship options (allow a fellow to hire & use my builder for 3hrs/9hrs/1day/2days for 50/90/250/400 silk) exact values to be calculated according to yield.
To limit any exploitation by premium users, limiting the hiring out of a user's builders to the original 2 is maybe an option.
[Reasons for implementing] - help make tactical players more efficient. added incentive to join fellowships. encourages discussion and comms between players to sort out the details. people can get needed goods/builders and do more to advance in the game.
[Impact on other game features] - Extra workmarket window/system needed. can be replicated from the trader system with minor changes. and can sit at the bottom of the UI next to trader as well.
Little icons on top of traders hut to signal extra/missing builder