Clan buildings upkeep
Moderator: Game Administrators
Re: Clan buildings ukpeep
I think these is to much to repair, when you have a big base for example ITA, they have 4 castles and a big number of towers... to repair all of that they need fix 1000 mets a day!? Is just an example. Dosemt seeam this to much??
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Co-creator of the Ember Islands clan map with KalenFirst
Other ideas: New clan rank: Mayor, Outlaw, Multiple House Owners
Co-creator of the Ember Islands clan map with KalenFirst
Re: Clan buildings ukpeep
I think for a daily repair is abit too much, escpecially for large clans with 10+ buildings they will have to upkeep, with this update players might be forced to only build and reduce the other game's features like grinding.
But in the other hand, if we reduce the daily repair cost, the time to destroy a very inactive clan will also be reduced alot and won't be a problem for them to login every 2 weeks to repair abit the upkeep.
My idea requires more coding but it will work:
The more time a building stays inactive from repairing (from the upkeep) the more damage it takes overtime.
this is the idea without maths
So the first day of upkeep it take A stones and B planks (which should be not much and also depending on level/building type) and will keep like that everyday for C days.
If this continues for C days. The materials of the upkeep everyday, will be doubled and tripled after other C days.
If after many C days, for example a max white tower losing 100 stones 50 planks. If these are repaired once then the upkeep materials needed multiplier will be reseted to 0 days not upkeeped again.
and the cycle continues.
In my opinion with this idea we will have inactive clans destroyed, and active clans not having their game's fun and the willing for making an empire of buildings removed.
Also would be nice to have a full formula about this update with information for all buildings and walls.
But in the other hand, if we reduce the daily repair cost, the time to destroy a very inactive clan will also be reduced alot and won't be a problem for them to login every 2 weeks to repair abit the upkeep.
My idea requires more coding but it will work:
The more time a building stays inactive from repairing (from the upkeep) the more damage it takes overtime.
this is the idea without maths
So the first day of upkeep it take A stones and B planks (which should be not much and also depending on level/building type) and will keep like that everyday for C days.
If this continues for C days. The materials of the upkeep everyday, will be doubled and tripled after other C days.
If after many C days, for example a max white tower losing 100 stones 50 planks. If these are repaired once then the upkeep materials needed multiplier will be reseted to 0 days not upkeeped again.
and the cycle continues.
In my opinion with this idea we will have inactive clans destroyed, and active clans not having their game's fun and the willing for making an empire of buildings removed.
Also would be nice to have a full formula about this update with information for all buildings and walls.
Boo
- hungry_wolf
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Re: Clan buildings ukpeep
they like to build
![:-D :D](./images/smilies/icon_e_biggrin.gif)
Sword dislike sieging - hungrywolf
Dwarf dislike mining - tarvos
Archer dislike crafting - matcauthon
Ogre dislike fishing - heimdall
Mage dislike magic - ogonbat
Member of Ignobili of Ft
Duke of dead clan FTFR
Dwarf dislike mining - tarvos
Archer dislike crafting - matcauthon
Ogre dislike fishing - heimdall
Mage dislike magic - ogonbat
Member of Ignobili of Ft
Duke of dead clan FTFR
Re: Clan buildings ukpeep
It currently needs gold and materials. Gold can be added to clans by the clan members or by building a farm, which automatically adds gold to the clan coffers.LostKnight wrote: ↑Wed Oct 02, 2019 3:22 pmCurious since I do not know ...
CURRENTLY:
Clan X attacks Clan A and partly destroys a building.
Does it cost gold for Clan A to repair that building? Or just mats?
IF repairing CURRENTLY is just mats, why is gold added to the mix?
I'm asking for clarification as Lestat is curious as to where the gold will come from giving me the though that this is a new thing and "Where from" was not a part of the notice.
This post describes it very well: viewtopic.php?f=25&t=14484
Re: Clan buildings ukpeep
Hmm...a gold farm! Shows my ignorance I thought members of a clan like members of a family work to support that family including gold.
Of course that farm supports a group not an individual but I have to admit I'm just a tiny bit jealous! ![:-D :lol:](./images/smilies/icon_lol.gif)
![:-O :o](./images/smilies/icon_e_surprised.gif)
![:-D :lol:](./images/smilies/icon_lol.gif)
Retired
Re: Clan buildings upkeep
It's not quite as good as it sounds. Although clan members can pay into clan funds, none of them can withdraw any gold. Clan gold is purely for the upkeep of buildings.
Re: Clan buildings ukpeep
Gold has been required for upgrades and repairs, but the clan doing the work(whether its the actual clan or its allies) takes the cost.LostKnight wrote: ↑Wed Oct 02, 2019 3:22 pmCurious since I do not know ...
CURRENTLY:
Clan X attacks Clan A and partly destroys a building.
Does it cost gold for Clan A to repair that building? Or just mats?
IF repairing CURRENTLY is just mats, why is gold added to the mix?
I'm asking for clarification as Lestat is curious as to where the gold will come from giving me the though that this is a new thing and "Where from" was not a part of the notice.
Example clan A needs repaired. Their ally (clan C) repairs it. Clan C assumes the cost. Clan A isnt charged.
If the upkeep takes this system then dead clans can be upkept by their allies with no risks entailed. I believe this should not be allowed.
lestat / sword 1038
OgreLes / ogre 2001
Loco / archer 250
-ForKotu- / mage 1143
krampdtyl / dwarf 125
Duke clans ObeY, -OC-
OgreLes / ogre 2001
Loco / archer 250
-ForKotu- / mage 1143
krampdtyl / dwarf 125
Duke clans ObeY, -OC-
Re: Clan buildings upkeep
Allies being able to keep inactive clan structures around does seem to skirt the intent of the proposal. Not only could this keep dead clans around but also clans could prop up "puppet clans" or whatever you want to call them where the clans are not intended to be separate but mostly managed by a larger clan.
Old soldiers never die, they just fade away.
Re: Clan buildings upkeep
Perfect. I think this is a very reasonable amount. Any AcTiVe clans shouldn't have any problems ![;-) ;)](./images/smilies/icon_e_wink.gif)
![;-) ;)](./images/smilies/icon_e_wink.gif)
Does life really get better?
- terminator
- Posts: 537
- Joined: Wed Apr 09, 2014 5:03 am
Re: Clan buildings upkeep
Agreed.
For those wondering gold amounts I can values for each 100 lvls if someone wants, but note the MOST expensive build in the game has a repair cost of 4.2m gold per day. A farm in comparison makes 14.4m gold per day.
Terminator-2000+() archer
Terminator3-85()dwarf
Terminator4-175()Mage
xMortalZ-227 Dwarf
My quest is to promote the future and prevent ill history from repeating itself.
Terminator3-85()dwarf
Terminator4-175()Mage
xMortalZ-227 Dwarf
My quest is to promote the future and prevent ill history from repeating itself.