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Current mechanics:
When creating a hyperstructure, there's 1 owner and N potential contributors who can help finish it.
Currently, once the hyperstructure is finished, the owner and the contributors earn points every seconds depending on their contributions.
Issues
When the hyperstructure gets conquered by another player, only the owner changes, not the contributors. The contributors still earn points after the hyperstructure is conquered and there's no incentive for them to defend the hyperstructure.
The hyperstructure demands a lot of resources to be built, not being spent for armies. We fear that people would rather just build up their armies and wait for someone else to build one because it would be easier to conquer it then to build it themselves.
Improvements
When a hyperstructure is finished, a one time amount of point goes to the owner and the contributors. This allows them to get rewarded for all the resources that were given and even if someone else conquers it right away, they still get something out of it, giving some incentive to help build it.
When the structure is finished, the contributors are automatically set as "co-owners" and receive a share of points every tick.
When the hyperstructure is conquered by someone else, the new owner needs to decide who the new co-owners are. He can assign a % of the shares to the players he wants. These players will earn points every tick depending on their share.
Interesting gameplay can arise from this because you can then choose who has more incentive to defend this structure by giving them bigger shares then others. You can also give shares to someone who didn't help at all for the conquest if you think he'd be a good ally. You'll also need to manage negotiations between people who think they deserve a bigger share than others, etc... You can also just set yourself as sole owner if you have the balls to defend it yourself.
-- Raschel
The text was updated successfully, but these errors were encountered:
Contributors get a fixed amount of points, in proportion of their contribution.
New 'set_co_owners' contract call who emits HyperstructureCoOwnersShareEvent
HyperstructureCoOwnersShareEvent:
LastUpdatedAt
LastUpdatedBy
span<(realm_entity_id, % of shares)>
Current Hyperstructure impl. stays the same. Small difference: As long as this event hasnt been emitted, no points are generated for the structure.
LastUpdatedAt -> Only let the owner change coowners every x hours
LastUpdatedBy -> If new owner (just claimed the hyperstructure), let him change coowners without worrying about LastUpdatedAt ts.
Current mechanics:
When creating a hyperstructure, there's 1 owner and N potential contributors who can help finish it.
Currently, once the hyperstructure is finished, the owner and the contributors earn points every seconds depending on their contributions.
Issues
Improvements
When the hyperstructure is conquered by someone else, the new owner needs to decide who the new co-owners are. He can assign a % of the shares to the players he wants. These players will earn points every tick depending on their share.
Interesting gameplay can arise from this because you can then choose who has more incentive to defend this structure by giving them bigger shares then others. You can also give shares to someone who didn't help at all for the conquest if you think he'd be a good ally. You'll also need to manage negotiations between people who think they deserve a bigger share than others, etc... You can also just set yourself as sole owner if you have the balls to defend it yourself.
-- Raschel
The text was updated successfully, but these errors were encountered: