Post by monkeyx on Jan 15, 2013 11:30:32 GMT
Throne of the Stars - Development Plan
=======================================
Tasks to be done post-Beta UI redesign
[0] Site
i. Recommend a Friend - automatically made vassal if sign up with the same email address as invite
ii. In-game screenshots (promotional)
iii. Messaging:
a) Attention field to indicate which character of house message is intended for
b) On Behalf of field to indicate which character of house message is from
iv. Order Management:
a) Pause order processing for character
b) Save current order queue for later loading (macros)
c) Copy order queue to another character
v. News:
a) Filter news by categories
b) Show small icon to indicate category
v. Notes:
a) Add / Edit / Delete notes for any House / Character / Estate / Starship / Army / World / Region
b) Mark notes as Urgent / Important / Normal priority
c) Set reminder for note for specific Year / Chronum - send internal message (copy of note) on specified date
vi. Home Dashboard (main tab):
a) Small solar map
b) Important notes
c) Important news
[1] Diplomacy / Espionage:
i. Houses will have a "vassal tax rate" expressed as a percentage (0-99)
a) New order: Set Vassal Tax Rate (Tax Rate - Integer)
b) All vassals will pay a percentage of their rents to their liege
ii. New Emissary orders:
a) Spread Rumours - reduce piety / honour of estate's house. Using diplomacy (for honour) and theology (for piety).
b) Incite Revolt - use diplomacy skill to incite revolt amongst slaves and freemen. Success determined by morale of workers at estate. If revolt, a number of workers will rise up to form an army within the region and attack the estate.
[2] Noble Houses
i. Banner - houses will have a banner (horizontal orientation picture) used in listings next to their name, to be uploaded by player (none showed if not uploaded)
ii. Crest - houses will have a crest (vertical orientation picture) used on their information page and player's home page, to be uploaded by player (none showed if not uploaded)
iii. House Activity Indicator - small icon indicates houses that have not been active for over a set period (2 weeks?)
[3] Characters:
i. Retire - characters may retire and either join an Organization or disappear from the game (no order, just a click).
ii. Loyalty - this will be changed to be a matrix against all houses. It will be modified on the following conditions:
a) Petitions - successful - reduce loyalty to current house, increase loyalty to petitioning house
b) Petitions - disastrous - increase loyalty to current house, decrease loyalty to petitioning house
c) Declaration of War - all members of target house reduce loyalty to declaring house
d) Combat - increase loyalty to current house if win, decrease loyalty to opposing house, decrease loyalty to own house if lose
e) Events and other - may affect loyalty (TBD)
iii. Leaving House - a character who fails a loyalty check for their own house will leave their house. Characters will join another house if:
a) They have 80% or better louyalty to the other house
b) The other house has less than 20 characters
c) If they do not join another house they may join one of the Organizations if they are eligible
iv. Avatars - characters will have small picture avatars that can be uploaded by players (GM will reject inappropriate). Placeholders will be used if none uploaded.
[4] Estates:
i. Worker efficiency will be modified to be calculated as follows: (Worker Morale + Worker Capacity + Infrastructure Level / 3) + Management Modifier
a) Management Level: Each rank of the Management skill allows a Steward to manage up to 125 lands (rounded down).
b) Management Efficiency Modifier: (Management Level Available - Management Level Required) * 25%
- Example 1: Estate with 200 lands but no steward will suffer a 50% efficiency penalty
- Example 2: Estate with 300 lands and steward with Neophyte (1) Management skill will suffer a 50% efficiency penalty
- Example 3: Estate with 250 lands and steward with Apprentice (2) Management skill will suffer no efficiency penalty
- Exmaple 4: Estate with 100 lands and steward with Expert (3) Management skill will gain a 50% efficiency bonus
c) Additional modifiers for recruitment, biogenics, automation and glory are added after the base efficiency is calculated.
d) This is designed to make large estates with low morale workers no longer viable
[5] Armies
i. Improved statistics information for units
ii. Unit Management
a) Load / Unload order AP cost reduction
b) Merge Units order
c) Delete empty unit with a click
[6] Starships
i. Bombard Estate
ii. Navigation Plotter - suggest orders for starship movement between two planets by calculating planetary alignment over time of journey.
iii. Boarding:
a) Show boarding stats for items including skill modfiers
b) Allow Vanguards to take part in Boarding battles
[7] Events
i. Notices - player message to all active houses when hosting up a wedding / tournament / festival
ii. Population Morale Boost - events will improve worker morale for the next chronum after they are held
[8] Orders
[9] Church
i. Issue / Revoke Edict (Pontiff only)
[10] Empire
i. Issue / Revoke Law (Emperor only)
ii. Claim Emperor title
[11] Organizations
i. Characters may become members of non-player organisations and remain in play after their house has disbanded or they have been retired.
ii. Organization characters are Non-Player Characters (NPCs) who may be hired on a yearly contract by player houses.
iii. Each organization has an entry requirement that must be met before the character can join that organization:
a) Apostolate:
- Requiement: Ecclesiastical Skill
- Hired Role: Emissary
b) Knights Templar:
- Requirement: Naval Skill
- Hire Role: Captain
c) Merchants Guild:
- Requirement: Civil Skill
- Hired Role: Steward
d) Knights Hospitalar:
- Requirement: Military Skill
- Hired Role: Knight
iv. Each organization will have a listing skill showing all available characters of their organization
v. Hiring a character for one year will incur a one-off cost which is scaled according to the honour + glory + piety of the house (the more of the combined stats, the more expensive hiring a character will be)
v. Characters will return to their organization and leave service of the house at the end of their service.
vi. Hired characters remain in their fixed role and may not change jobs during their contract. If another character is appointed to their position or the position is lost, they will return to their organization.
vii. Hire Character order - (Organization) (Character) (Estate - optional) (Starship - optional) (Units - optional)
- If estate is provided and is own estate, appointment will be to Steward. Otherwise, will be emissary
[12] Ideas to Develop
i. Offworld Workers
ii. Exotic Trade Goods
iii. Black Markets
iv. New buildings:
a) Training Grounds - improve effects of tournaments
b) Banquet Hall - improve effects of weddings
c) Town Hall - improve effects of festivals
v. New items:
a) Character Equipment - boost attributes / skills
[/li][li] Bugs
i. Automatically upgrade skill when obtained sufficient training points through combat
ii. Crew assignment / unassignment buggy when given a domain appointment
iii. Ground Combat rounds not reporting correctly
iv. Boarding - check character assuming command is moving across correctly (may be related to crew assignment / location bug above)
=======================================
Tasks to be done post-Beta UI redesign
[0] Site
i. Recommend a Friend - automatically made vassal if sign up with the same email address as invite
ii. In-game screenshots (promotional)
iii. Messaging:
a) Attention field to indicate which character of house message is intended for
b) On Behalf of field to indicate which character of house message is from
iv. Order Management:
a) Pause order processing for character
b) Save current order queue for later loading (macros)
c) Copy order queue to another character
v. News:
a) Filter news by categories
b) Show small icon to indicate category
v. Notes:
a) Add / Edit / Delete notes for any House / Character / Estate / Starship / Army / World / Region
b) Mark notes as Urgent / Important / Normal priority
c) Set reminder for note for specific Year / Chronum - send internal message (copy of note) on specified date
vi. Home Dashboard (main tab):
a) Small solar map
b) Important notes
c) Important news
[1] Diplomacy / Espionage:
i. Houses will have a "vassal tax rate" expressed as a percentage (0-99)
a) New order: Set Vassal Tax Rate (Tax Rate - Integer)
b) All vassals will pay a percentage of their rents to their liege
ii. New Emissary orders:
a) Spread Rumours - reduce piety / honour of estate's house. Using diplomacy (for honour) and theology (for piety).
b) Incite Revolt - use diplomacy skill to incite revolt amongst slaves and freemen. Success determined by morale of workers at estate. If revolt, a number of workers will rise up to form an army within the region and attack the estate.
[2] Noble Houses
i. Banner - houses will have a banner (horizontal orientation picture) used in listings next to their name, to be uploaded by player (none showed if not uploaded)
ii. Crest - houses will have a crest (vertical orientation picture) used on their information page and player's home page, to be uploaded by player (none showed if not uploaded)
iii. House Activity Indicator - small icon indicates houses that have not been active for over a set period (2 weeks?)
[3] Characters:
i. Retire - characters may retire and either join an Organization or disappear from the game (no order, just a click).
ii. Loyalty - this will be changed to be a matrix against all houses. It will be modified on the following conditions:
a) Petitions - successful - reduce loyalty to current house, increase loyalty to petitioning house
b) Petitions - disastrous - increase loyalty to current house, decrease loyalty to petitioning house
c) Declaration of War - all members of target house reduce loyalty to declaring house
d) Combat - increase loyalty to current house if win, decrease loyalty to opposing house, decrease loyalty to own house if lose
e) Events and other - may affect loyalty (TBD)
iii. Leaving House - a character who fails a loyalty check for their own house will leave their house. Characters will join another house if:
a) They have 80% or better louyalty to the other house
b) The other house has less than 20 characters
c) If they do not join another house they may join one of the Organizations if they are eligible
iv. Avatars - characters will have small picture avatars that can be uploaded by players (GM will reject inappropriate). Placeholders will be used if none uploaded.
[4] Estates:
i. Worker efficiency will be modified to be calculated as follows: (Worker Morale + Worker Capacity + Infrastructure Level / 3) + Management Modifier
a) Management Level: Each rank of the Management skill allows a Steward to manage up to 125 lands (rounded down).
b) Management Efficiency Modifier: (Management Level Available - Management Level Required) * 25%
- Example 1: Estate with 200 lands but no steward will suffer a 50% efficiency penalty
- Example 2: Estate with 300 lands and steward with Neophyte (1) Management skill will suffer a 50% efficiency penalty
- Example 3: Estate with 250 lands and steward with Apprentice (2) Management skill will suffer no efficiency penalty
- Exmaple 4: Estate with 100 lands and steward with Expert (3) Management skill will gain a 50% efficiency bonus
c) Additional modifiers for recruitment, biogenics, automation and glory are added after the base efficiency is calculated.
d) This is designed to make large estates with low morale workers no longer viable
[5] Armies
i. Improved statistics information for units
ii. Unit Management
a) Load / Unload order AP cost reduction
b) Merge Units order
c) Delete empty unit with a click
[6] Starships
i. Bombard Estate
ii. Navigation Plotter - suggest orders for starship movement between two planets by calculating planetary alignment over time of journey.
iii. Boarding:
a) Show boarding stats for items including skill modfiers
b) Allow Vanguards to take part in Boarding battles
[7] Events
i. Notices - player message to all active houses when hosting up a wedding / tournament / festival
ii. Population Morale Boost - events will improve worker morale for the next chronum after they are held
[8] Orders
[9] Church
i. Issue / Revoke Edict (Pontiff only)
[10] Empire
i. Issue / Revoke Law (Emperor only)
ii. Claim Emperor title
[11] Organizations
i. Characters may become members of non-player organisations and remain in play after their house has disbanded or they have been retired.
ii. Organization characters are Non-Player Characters (NPCs) who may be hired on a yearly contract by player houses.
iii. Each organization has an entry requirement that must be met before the character can join that organization:
a) Apostolate:
- Requiement: Ecclesiastical Skill
- Hired Role: Emissary
b) Knights Templar:
- Requirement: Naval Skill
- Hire Role: Captain
c) Merchants Guild:
- Requirement: Civil Skill
- Hired Role: Steward
d) Knights Hospitalar:
- Requirement: Military Skill
- Hired Role: Knight
iv. Each organization will have a listing skill showing all available characters of their organization
v. Hiring a character for one year will incur a one-off cost which is scaled according to the honour + glory + piety of the house (the more of the combined stats, the more expensive hiring a character will be)
v. Characters will return to their organization and leave service of the house at the end of their service.
vi. Hired characters remain in their fixed role and may not change jobs during their contract. If another character is appointed to their position or the position is lost, they will return to their organization.
vii. Hire Character order - (Organization) (Character) (Estate - optional) (Starship - optional) (Units - optional)
- If estate is provided and is own estate, appointment will be to Steward. Otherwise, will be emissary
[12] Ideas to Develop
i. Offworld Workers
ii. Exotic Trade Goods
iii. Black Markets
iv. New buildings:
a) Training Grounds - improve effects of tournaments
b) Banquet Hall - improve effects of weddings
c) Town Hall - improve effects of festivals
v. New items:
a) Character Equipment - boost attributes / skills
[/li][li] Bugs
i. Automatically upgrade skill when obtained sufficient training points through combat
ii. Crew assignment / unassignment buggy when given a domain appointment
iii. Ground Combat rounds not reporting correctly
iv. Boarding - check character assuming command is moving across correctly (may be related to crew assignment / location bug above)