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Make Sabotages useful

B.StinsonB.Stinson Posts: 156
It has become somewhat common knowledge that Sabotaging as it stands is a futile action which serves only one functional purpose – to gain the achievement. Outside that, the disadvantages heavily outweigh the benefits seeing a process that is used to any little extent later on the game and overall a process that is very futile whilst taking any form of tactility away from it. My suggestions below are in design are not only to bring it to more value within the game to balance the theoretical pros to cons scale but to bring some means of strategy involved.

Be able to decide which buildings you wish to sabotage. This gives the player some choice as to how to approach the situation and what type of strategy he wishes to employ. Does he wish to sabotage a Guardhouse in order to grant him a better chance of getting a more accurate Espionage? Does he want to slow down production of soldiers in preparation for his incoming attack thus sabotaging the Barracks, or does he want to stop tools being produced then target the defence workshop. Espionage spots he has a lot of troops, then drain of some of his food supply by attacking them. As you can see there are many possibilities.

The procedure of which you select the buildings you want to sabotage could proceed by the following instructions below with details inscribing what to say.

Sabotage.png
Post edited by B.Stinson on

Comments

  • xJadetsssxxJadetsssx Posts: 5,983
    edited 27.08.2012
    B.Stinson wrote: »
    It has become somewhat common knowledge that Sabotaging as it stands is a futile action which serves only one functional purpose – to gain the achievement. Outside that, the disadvantages heavily outweigh the benefits seeing a process that is used to any little extent later on the game and overall a process that is very futile whilst taking any form of tactility away from it. My suggestions below are in design are not only to bring it to more value within the game to balance the theoretical pros to cons scale but to bring some means of strategy involved.

    Be able to decide which buildings you wish to sabotage. This gives the player some choice as to how to approach the situation and what type of strategy he wishes to employ. Does he wish to sabotage a Guardhouse in order to grant him a better chance of getting a more accurate Espionage? Does he want to slow down production of soldiers in preparation for his incoming attack thus sabotaging the Barracks, or does he want to stop tools being produced then target the defence workshop. Espionage spots he has a lot of troops, then drain of some of his food supply by attacking them. As you can see there are many possibilities.

    The procedure of which you select the buildings you want to sabotage could proceed by the following instructions below with details inscribing what to say.

    Sabotage.png

    Is not a bad Idea at all, but I think they should make more risky sabotaging certain buildings for example, it takes more time to repair a 10% damaged estate than a level 9 woodcutter
  • evets4evets4 Posts: 3,798
    edited 27.08.2012
    B.Stinson wrote: »
    It has become somewhat common knowledge that Sabotaging as it stands is a futile action which serves only one functional purpose – to gain the achievement. Outside that, the disadvantages heavily outweigh the benefits seeing a process that is used to any little extent later on the game and overall a process that is very futile whilst taking any form of tactility away from it. My suggestions below are in design are not only to bring it to more value within the game to balance the theoretical pros to cons scale but to bring some means of strategy involved.

    Be able to decide which buildings you wish to sabotage. This gives the player some choice as to how to approach the situation and what type of strategy he wishes to employ. Does he wish to sabotage a Guardhouse in order to grant him a better chance of getting a more accurate Espionage? Does he want to slow down production of soldiers in preparation for his incoming attack thus sabotaging the Barracks, or does he want to stop tools being produced then target the defence workshop. Espionage spots he has a lot of troops, then drain of some of his food supply by attacking them. As you can see there are many possibilities.

    The procedure of which you select the buildings you want to sabotage could proceed by the following instructions below with details inscribing what to say.

    Sabotage.png

    This is a good idea. I almost never use sabotage, except for the achievement and one other time when someone attacked me with 75 macemen and 5 crossbowmen(lol). I attacked him back and sabotaged him. This provides more use for sabotage and I support this idea.
  • edited 27.08.2012
    Nice feature for when empire comes out of beta mode
  • FlyingpigzFlyingpigz Posts: 294
    edited 27.08.2012
    I like this alot, it would put more meaing behind sabotaging people.
  • AgentYAgentY Posts: 713
    edited 27.08.2012
    it would nice, but it might take a lot of time for developers to make
  • dragon80dragon80 Posts: 66
    edited 27.08.2012
    i like i use sabo all the time
  • edited 27.08.2012
    Sabo can be prevented easily by gaurdhouses
  • Dun Gon (INT2)Dun Gon (INT2) Posts: 3,656
    edited 27.08.2012
    I like this idea.
  • bobbysbrobobbysbro Posts: 1,265
    edited 27.08.2012
    Sabo can be prevented easily by gaurdhouses

    yer i have 7 fully upgrade gurad houses and i am building 3 more all in my main
  • LegoNenenLegoNenen Posts: 98
    edited 27.08.2012
    I think the guard house is immune, at least so far mine was :P
    I agree that sabotage is not very useful unless in HUGE amounts which really sucks up your gold.
    but i think it needs something else.
    it lowers production and PO. but maybe that's not enough.
    How about IF you choose to CHOOSE a building, The risk goes higher, and so duos the Price.
    Also you can Sabotage Tools,
    (You can choose which Option) (Set fire on tools and make so you can't use them until you "Put out the fire" them)
    Or Sabotage the Tax Collector.
    (Decrease the gold he gives for an time) (Higher risk and price)

    Some if these ideas are in my other idea.
    http://en.board.goodgamestudios.com/empire/showthread.php?15275-Assaisians/
  • B.StinsonB.Stinson Posts: 156
    edited 01.09.2012
    Forgot about this thread, bump.
  • Baldrick (GB1)Baldrick (GB1) Posts: 4,948
    edited 01.09.2012
    I think there may be a reason that this wouldn't be so good.

    An entire alliance could target a fairly weak player and only go for his farmhouses, thereby reducing his food production so much that his troops may desert.

    I think this could lead to bullying. I realise alliances can already target one person for sabotage but I'm guessing that the code stops major damage in one particular type of building.

    Sorry to be negative, just trying to see why this may not already be an option.
  • B.StinsonB.Stinson Posts: 156
    edited 01.09.2012
    Baldrick wrote: »
    I think there may be a reason that this wouldn't be so good.

    An entire alliance could target a fairly weak player and only go for his farmhouses, thereby reducing his food production so much that his troops may desert.

    I think this could lead to bullying. I realise alliances can already target one person for sabotage but I'm guessing that the code stops major damage in one particular type of building.

    Sorry to be negative, just trying to see why this may not already be an option.

    There already seems to be some sort of restriction to this by not being able to go above a certain damage inflicted % as well as number of buildings. For example on a neighbor who is 12 levels below me I can't inflict more then 10% damage nor can I do so on more then one building. You could turn it around and say that this would allow victims to get their own back (since the person they want to sabotage is likely higher level they won't be as restricted) on bullies. It could be possible to tweak the restrictions further if it may become an issue.

    Don't apologize for being "negative", useful criticism is not only accepted but encouraged.
  • Luke FieryswordLuke Fierysword Posts: 2,290
    edited 02.09.2012
    I agree...at the moment my alliance sees sabotage as an act of cowardice, but if this idea were to be implemented, it would make the coins worth it

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