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Heroes Community > Heroes 7+ Altar of Wishes > Thread: PAYE Resources aka Piecemeal Building
Thread: PAYE Resources aka Piecemeal Building
MattII
MattII


Legendary Hero
posted October 08, 2008 09:59 PM
Edited by MattII at 21:59, 08 Oct 2008.

PAYE Resources aka Piecemeal Building

I've recently had a thought about buildings, and that thought was, 'why pay everything up front'? In this I mean that you could perhaps pay resources in as you receive them and get the building at the end, rather than paying and getting everything up front.

For example, you're playing as Academy and your town has a Town Hall, and a Fort, but you want to build a Citidal, but you only have 3250 Gold, 2 ore and 1 wood (and one of each resource building outside), not nearly enough. Now my idea is that while this isn't enough, it will do as a 'down payment', so you pay in, but don't get the building immediately. Now, you don't have enough resources the next day either, buy you pay in what you have (1000 gold, 2 wood, 2 ore), so that on day 3 you complete the build (and finally gain the use of the building) and have left over 750 gold and 1 ore.

I'm still not certain about whether you could build another building simultaneously (ie, put a 'down payment' on a shipyard on day 1 with all the money, but only 5 +4/day wood, then build a resource silo on day 2), but I'm leaning towards that.

What about it?

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted October 08, 2008 10:36 PM
Edited by Asheera at 22:36, 08 Oct 2008.

EDIT: I have no idea why the thread title icon is






Sounds nice, but I'd think a more complicated system would be better. For this we need each building to have a new property: time.

This "Time" property indicates how many days the construction takes place (you can't build more structures at the same time - the workers are busy building the ones you issued first). Note that it can have fractional numbers (3.5 means that it builds in a day and a half)

We also need a "worker energy bar", that resets to 100% each day. If it's not used, it doesn't get more than 100%. This bar shows how much "energy" the workers have to build structures in your town.

For example, let's consider the Marketplace which has a building time of 0.5 days, and the Capitol which has a building time of 3 days (these numbers are arbitrary, they may not be balanced). Now, let's say a new day just started, and you want to build the Marketplace. Since building it takes only half a day, after you build it your worker bar is set to 50%. If you consider to end the turn now, you'll lose this 50% bonus (since the next day it will be reset to 100%). If you consider to start building the Capitol, the hero bar will be set to 0% and the Capitol will be a little finished. The next day, the worker bar is reset to 100%, but since you issued the Capitol building, and since the Capitol requires 2.5 more days to be built, your worker bar will be set to 0%, and the Capitol will have 1.5 days complete. The next day, the worker bar will still be at 0%, and the Capitol will be almost ready (2.5 days complete). And finally, the day that follows you'll have the Capitol built, and the workers will have a 50% energy to build something else for that day.


Now, for the master post idea, it could work out pretty well. You see, when you pay x% money (for example, you have only 1000 Gold and want to build the Capitol which costs 10000 Gold - in this case x will be 10%) you get only 10% of the building finished, if the workers are available. With our 3 days to build example for the Capitol, this means that paying 1000 Gold will build only 0.3 days - the worker bar will also be set to 70%.

You could also have the feature to issue another building if you have some money and worker energy left (let's say you lack resources for Capitol and not Gold - I know it wasn't a good example after all but I hope you understand) - you'll make use of the 70% worker energy this way. The next day, you'll probably have a choice which building you want to continue to build with your workers (since you have more than one issued), and so on...


What do you think?
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del_diablo
del_diablo


Legendary Hero
Manifest
posted October 08, 2008 10:42 PM

Time as a factor would only work if Heroes changed over to RTS. Heroes is heroes, it needs to follow certain game mecanics and rules to be the game it is.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted October 08, 2008 10:44 PM

Oh come on, what's so bad about it? It will still be 100% TBS

Now that I think of it it's also silly in H5 that once you build a structure it IMMEDIATELY is usable and not the next day
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MattII
MattII


Legendary Hero
posted October 08, 2008 11:29 PM

Quote:
This "Time" property indicates how many days the construction takes place (you can't build more structures at the same time - the workers are busy building the ones you issued first). Note that it can have fractional numbers (3.5 means that it builds in a day and a half)

We also need a "worker energy bar", that resets to 100% each day. If it's not used, it doesn't get more than 100%. This bar shows how much "energy" the workers have to build structures in your town.

For example, let's consider the Marketplace which has a building time of 0.5 days, and the Capitol which has a building time of 3 days (these numbers are arbitrary, they may not be balanced). Now, let's say a new day just started, and you want to build the Marketplace. Since building it takes only half a day, after you build it your worker bar is set to 50%. If you consider to end the turn now, you'll lose this 50% bonus (since the next day it will be reset to 100%). If you consider to start building the Capitol, the hero bar will be set to 0% and the Capitol will be a little finished. The next day, the worker bar is reset to 100%, but since you issued the Capitol building, and since the Capitol requires 2.5 more days to be built, your worker bar will be set to 0%, and the Capitol will have 1.5 days complete. The next day, the worker bar will still be at 0%, and the Capitol will be almost ready (2.5 days complete). And finally, the day that follows you'll have the Capitol built, and the workers will have a 50% energy to build something else for that day.


Sounds a lot like the idea I proposed here, but a bit more complicated.

Quote:
Now, for the master post idea, it could work out pretty well. You see, when you pay x% money (for example, you have only 1000 Gold and want to build the Capitol which costs 10000 Gold - in this case x will be 10%) you get only 10% of the building finished, if the workers are available. With our 3 days to build example for the Capitol, this means that paying 1000 Gold will build only 0.3 days - the worker bar will also be set to 70%.

You could also have the feature to issue another building if you have some money and worker energy left (let's say you lack resources for Capitol and not Gold - I know it wasn't a good example after all but I hope you understand) - you'll make use of the 70% worker energy this way. The next day, you'll probably have a choice which building you want to continue to build with your workers (since you have more than one issued), and so on...


I figured just using a first-come first-served basis, ie, you build as much of the first building as you can before switching over what's left to the second building.

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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted October 08, 2008 11:34 PM

Quote:
I've recently had a thought about buildings, and that thought was, 'why pay everything up front'? In this I mean that you could perhaps pay resources in as you receive them and get the building at the end, rather than paying and getting everything up front.


Where is the difference? Whether or not you pay in full or in rates it will take the same amount of turns.

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MattII
MattII


Legendary Hero
posted October 09, 2008 12:33 AM

Quote:
Where is the difference? Whether or not you pay in full or in rates it will take the same amount of turns.


Essentially there isn't one, it was just an idea I decided to float.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 09, 2008 01:03 PM

While I deffinitely think the whole building concept could need an overhauling - Asheeras thoughts are interesting and have some good points - I agree with Snatch that I don't see the point in the original suggestion, as you can simply pass two turns without building and then build citadel on day 3. This is even a better solution, because an emergency situation might occur where you need to put the money elsewhere.

If there should be any point in the original solution, it should be something like adding gradual effects (i.e. when you have build 1/3 building you get 1/3 building benefits), but that won't work in most cases, as most buildings benefits are either 100 % or 0 %.
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