OIM20
Well-Known Member
Added to the cons list:
I will also state that I agree with @Lelanya's assessment that, simply because some players do not wish to obtain an entire collection of buildings, that is not sufficient reason to limit the capabilities of the community as a whole to access Inno's creations' earlier capabilities. Initially, this feature will act very much like a reward for players who have been with the game for some time, enabling them to make use of buildings they might not have placed in their city because they obtained it just after the point where it would have proven itself useful to them.
- Time required for the developers to debug any issues that may result from code conflicts. It is unknown whether the code affecting event/set buildings is merely a subset of code governing all buildings, or if the code is entirely separate. Either way, debugging will be required to make certain that the feature implements correctly.
- Time required for the customer service team to respond to e-mails regarding mistakes made with or complaints about the new feature once implemented.
- Time required for the graphics team to adjust the existing Royal Restoration icon so that the item can be used for both upgrades and downgrades without any confusion on the part of users, <or> time required for the graphics team to create a graphic similar to the RR icon but different in order to represent the new 'demolition' spell.
- All buildings: 2, with 1 additional statement that including it would not mean a nay
- Event/set buildings only: 4, evolving buildings included
- No buildings/do not implement: 2
I will also state that I agree with @Lelanya's assessment that, simply because some players do not wish to obtain an entire collection of buildings, that is not sufficient reason to limit the capabilities of the community as a whole to access Inno's creations' earlier capabilities. Initially, this feature will act very much like a reward for players who have been with the game for some time, enabling them to make use of buildings they might not have placed in their city because they obtained it just after the point where it would have proven itself useful to them.
________________________________
New questions for everyone: - What would your position be on using the RR for both upgrading and downgrading (with a new image as noted above)?
- On having separate tabs for upgrade and downgrade? Would you prefer tick boxes rather than tabs?
- Because we are asking for a counterintuitive ability, if Inno were to require payment of a 'penalty' – for example, a 3x2 building requires 9 RRs to downgrade rather than just 6 – would that be acceptable? Not preferable, obviously. (I would like to show them that we're flexible on the 'fee' to use this feature if they enable it. Flexibility often helps in garnering positive results.)
- When to offer the feature? @Sprite1313 suggested chapter 3 and @ajqtrz suggested chapter 2. I initially suggested chapter 9 (my reasons for that specific chapter are noted above; for not being early on are noted below).
- If this feature were to require research beyond simply “Voila! It's chapter 'A'! You can now downgrade buildings!”, the current recommendation is that it be optional (like some of the squad size upgrades and city expansions). Should there be a new research added to the tech tree to enable players to utilize the 'downgrade' feature?