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| Feature Suggestions If you have an idea on how we can improve GEwar, post it here! |
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#1 |
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Member
Join Date: Aug 2005
Posts: 57
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Could there possibly be a system, where you could buy jewel hunting mining
kmls, (with Geos, of course) where the game mines for itself. It would render all of the cheating scripts useless- and those who cheat could probably spare the money needed for a jewel hunting mines (say 300 geos?). If that idea was put through, you should also be able to upgrade to say 1.5 times as fast, for something like 450 Geos, and so on and so forth. Therefore, if you were to go out one day, you would still have some money for recovering any losses, or building on a plan. Though it eliminates the jewel hunting idea when you are supposed to hunt for jewels, the current hunting system is boring. Perhaps you could have the system above, and also, upgrade on it, by making it really hard to find very valuable jewels (say, worth 50 Geos). They could be at really cool locations in the world. Of course, if someone were to hack into such a system so that they can download a jewel hunting mining kml, that would be absolutely despicable and a very secure system would have to be in place. I just think this is a great way of taking out the boredom of jewel hunting and almost certainly eliminate cheaters. It should also not matter if some people get super fast kml jewel hunting mining (like 5x) because currently, it's hard to get a thousand troops. In the real world, it goes to more like half a million. What do you think? Would it work? And is it possible? |
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#2 |
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Member
Join Date: Aug 2005
Posts: 57
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Anyone?
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#3 |
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Administrator
Join Date: Jun 2005
Posts: 2,328
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It's a good idea, but I'm not sure how easily it could be implemented.
Ideally, people wanting to make big money will create multiple cotton fields, oil wells, diamond mines and whatever else I dream up. I want jewels to eventually exist solely to help people get started or get back on their feet. |
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#4 |
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Member
Join Date: Aug 2005
Posts: 57
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Would it be secure to offer a file that you download for your own Geos. An
idea would be if you could make a registration system- you have to register the kml file to use it- and the registration number shouldn't be something simple like the code used to refer to a player- but any random letters and numbers. This way, if someone were to send the kml to someone else, the other person wouldn't be able to use it. And the same registration code should not be used for multiple users. Technically, it could work. But the more I think about it the more difficult it seems to implement. |
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#5 |
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Member
Join Date: Aug 2005
Posts: 57
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It will stop cheating, (though there can be other ways of doing this) the only other reason I suggest it is because cotton and oil space is low and jewels are very valuable compared. The other alternative is to make jewel hunting interesting, by hiding jewels (and giving a slight hint of their whereabouts) and make the jewels very valuable (like 100 Geos). Even though that would mean more money gains for people who can't find oil and cotton space, it also would not restrict cheating.
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#6 |
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Senior Member
Join Date: Jul 2005
Posts: 459
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How about this -- new players get a start-up allowance, and it's up toi them to invest it well in the world's opportunities. Jewel hunting is made even more painful, as the only possible means to recover if you founder.
We're in beta, still, so this would be implemented now for new players and anyone possessing less than the allowance, but when the beta's over the world begins again anyway, with everyone having a clean slate. Maybe the start-up allowance ought to be related in some way to the average net worth of all existing players. Something dynamic that way. I dunno. There's definitely some possibilities to explore here. Some tough problems. But in most games I know, everyone gets some initial allowance. Mickey just figured if everyone could search for and find their own allowance, that'd do the trick. But maybe that's not the best approach. Maybe just handing it out would be best. Actually, maybe giving people assets of appropriate value would be best. Newcomers get two mines, an oil field, three cotton fields, a wafer fab, and so forth. A couple hundred geos so they can make choices about further investments. Dunno. Anyone else? |
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#7 | |
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Senior Member
Join Date: Jul 2005
Posts: 459
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Quote:
The "god option" for system architecture parameters will always need to be in play. Making the algorithms tractable enough so that Mickey can grok 'em completely, all the time (the omniscience burden of such a deity), and few enough to balance the world well, is quite a challenge. |
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#8 |
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Member
Join Date: Aug 2005
Posts: 57
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Giving assets may be a better idea- such as one oil field, one cotton plant, and one diamond mine. Currently, we kind of get startup resources anyway- 20 barrels of oil. But I am sure, as most people will agree, jewel hunting is probably their largest source of income.
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#9 |
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Junior Member
Join Date: Jul 2005
Posts: 8
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Perhaps start the game like Age of Empires, where you can choose an 'easy' game or a 'hard' one, and get given different starting allowances, but then thos who opted for more resources at the start, get 'punished' by earning less from their resources later on - this would enable people who couldn't spend loads of time getting stuck into the game to still make a start?
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#10 |
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Senior Member
Join Date: Aug 2005
Posts: 847
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Maybe we shouldn't change the jewel system, but just keep on expanding new ways for making Geo's. There has to be a way for newbies and for people who lost it all to earn a lot of geo's again by doing some hard boring work.
I did give more ideas...like a dailey quiz and fishing...others came up with gambling and stuff. How about selling Nuke Shields. That way it would be fun to overtake a city just for the money of the Nuke Shield. |
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#11 |
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Senior Member
Join Date: Aug 2005
Posts: 304
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I don't think we should change the jewel system either.
I think we should either lower the prices of resource collectors or increase the value of resources. Because I have four wells, four mines and a cotton field and it only brings in about 50 geos a day. I still have to rely heavily on the jewel system because the resource system is not enough to keep up. And we always need different resources. Fishing is good. Maybe a metal mining industry?
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#12 | |
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Senior Member
Join Date: Jul 2005
Posts: 459
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Quote:
"If you lose all your marbles, you will have to depend on allies to restore your wealth and influence. Therefore, use your initial wealth to gain allies. Be wise. If you alienate everyone and endear no one, then if you lose it all you will be cursed to hunt jewels to climb back up." My emphasis, here, is that making one's recovery an organic part of how one has comported oneself is a more interesting thing than making it a mere mechanical function of performing functions the game affords us. Something like what I'm suggesting would strengthen motives for seeking the really interesting things in the game -- alliances and the like. Obviously, this would depend on features that make sharing of assets and liabilities possible, whether by loans, gifts, etc. |
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#13 | |
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Member
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*bump*
Quote:
![]() Though, for jewels to be worth 100 geos they'd have to be **** well hidden... How about 20 instead? I surmise it'd require some pretty tedious coding though, so perhaps later in the game. |
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