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AuthorNew rewards (possibilities) in Gamblers guild
I`m reading and thinking there was only one good suggestion about knowledge increase (it is only connection with gamblers) also luck could be as a bonus.

As you know increasing gamblers guild lvl you can bet more money for tower game win. So what about betting against empire in hunts? (you can bet only on your win, if you win you keep the money) available only on single (in merged hunts bet canceled) hunts.

Me: "I`m mighty hero I can kill those 5000 goblins my king!"
King: "No way, they will smash your troops like pesants"
Me: "I can bet 100 gp on that"
King: "Deal"

So what you think about this idea?
no use for barbarian...sory, it'd need something else and it has been suggested lots of times...
you think of knowledge? ok,
but what about betting against hunts?
I don't quite have an idea about how your idea works.

Who is this 'king'? Is there a maximum bet you can make? What if the hunt is easy?
Like Kotrin suggested before, a potion that gives you full hp once in 24 hours sounds fair to me
Or like ipslne suggested, you can choose between 3 different bonusses
So each hero becomes a bit more unique

All factions will have the same advantage, and betting on your own hunt is not gonna happen. If that would come, i bet on all my hunts, then i get like 1000 gold each hunt, instead of the 250 that i get now......
King or Empire all the same (that's not an issue)

The amount you can bet would depend on gamblers guild:
lvl 1 - 100
lvl 2 - 200
lvl 3 - 300
....
Lvl 15 - 1500 gp

This is the maximum bet you can place, so if the hunt is

peace of cake - 10% of max possible
easy - 25% of max possible
medimum - 50% of max possible
hard - 75% of max possible
challenging - 100% of max possible
Eugh. I'm going to copypasta my suggestion from the other thread.

You know, I didn't think of this initially but it kind of makes sense now. The idea of the Tavern game is to build your tower, destroy your opponent's Tower, or hoard resources.

Considering those above victory conditions, perhaps a good bonus would be a choice of +1 defense; +1 attack; or a % gold reward bonus from hunts, mercenary and/or thief missions.

This way, all the time you put into the Tavern allows you a choice to better round-out your character. If you are a Wizard you may want that gold bonus, as mini-arts are expensive... though cheaper factions would likely prefer the attack or defense.

My idea as how this can run:

GG 5 - +1 attack, +1 defense, or +2% gold reward bonus.
GG 10 - +1 attack, +1 defense, or +3% gold reward bonus.
GG 12 - Free drink +1 Luck for 2 hours once in 24 hours.

Now getting the max level will be unique in that you are given better bonuses for your massive success.

GG 15 - Option of:

a) Extend Free Drink availability (+1 Luck for 2 hours, twice in 24 hours).

• This is more appealing for people who cannot play for an extended period of time each day (e.g. playing an hour or so in the morning, and a couple hours in the evening).

• Gives a total of 4 hours of +1 Luck. Slightly better than the current bonus to balance out the other options at GG 15.

• The Free Drink bonus should still not be available in the tournament as it is still not a permanent effect.

• Ideal for factions who do not come by luck easily.

b) +1 Primary Parameter of your choice (like the Merc's Guild)

• This bonus includes Spell Power and Knowledge because of the acquired confidence of being a successful gambler.

• Wizards may be happy with a 5% gold bonus and feel they could benefit from Spell Power or Knowledge. This way allowing all factions to enjoy the possibility of stat bonuses.

c) +5% gold reward bonus.


So, all in all getting to the max level in this is still not over-powering. The maximum possible outcomes are +3 to Primary Stats, or a cumulative 10% gold reward bonus from Hunts, Mercs and/or Caravans.
Mr_EEE there is already a bet when you enter hunt. You lose, your arts durability is wasted. You win, you get money + ore. More challenging the hunt is more gold you get. And sometimes you win a jackpot. By Jackpot I mean MH armor, GH amulet, etc.

About betting on hunts. How many hunts do you play when you dont already know the result? It is more than 10%? Because if I could bet on the hunts, I would just bet on the 100% ones.
The amount you can bet would depend on gamblers guild:
lvl 1 - 100
lvl 2 - 200
lvl 3 - 300
make that 75 gp per combat lvl and weel talk
Need more opinions :)
My idea as how this can run:

GG 5 - +1 attack, +1 defense, or +2% gold reward bonus.
GG 10 - +1 attack, +1 defense, or +3% gold reward bonus.
GG 12 - Free drink +1 Luck for 2 hours once in 24 hours.


good one, like it.
What about a reward that doesnt make you stronger in game but in cards. Something like change the card of your choice once per game. A bit strategic element to that random game..
King or Empire all the same (that's not an issue)

The amount you can bet would depend on gamblers guild:
lvl 1 - 100
lvl 2 - 200
lvl 3 - 300
....
Lvl 15 - 1500 gp

This is the maximum bet you can place, so if the hunt is

peace of cake - 10% of max possible
easy - 25% of max possible
medimum - 50% of max possible
hard - 75% of max possible
challenging - 100% of max possible


Agree !!!!!!!
As much as I like the betting your hunts idea; if you get disconnected for any reason you're down however much you bet as well as the lost hunt. And an unwanted morale can just make the loss feel worse :(

My original suggestion was aimed towards the thread this sprang from, where the question was about bonuses that could have an effect in PvP, specifically tournaments. Therefore it would influence more people to play cards and actually have a feasible goal to come out of it.

I can see that my suggestion could be a little over-powering, but any tweaking would be appreciated ^^;
I don't like betting on your hunts. I do like the idea of getting some stats from the guild. I think you can either make it like the mercenary guild where you can choose where to put the points or you can make it like hunting or laborer's guild where you have no choice.

I think getting at the most 4 stat points would be ok and not mess up the balance at the beginning levels.

I don't think wizards would trade a stat for more gold bonus, unless you are thinking of making these stats temporary like the luck.

I do agree that there should be more of a reward for the gambler's guild because if not many people (including me) would just ignore it.
The only other thing that can benefit wizards would be knowledge or spell power, both of which cannot benefit all factions. That is why I give them the option of Attack, Defense, or the % gold bonus. The gold bonus is specifically geared towards wizards to help with Mini-arts purchasing. The bonus seems small, but it would certainly add up over time. I can see it being slightly larger though, perhaps making a total of 20% bonus (3% at GG level 5, 7% at GG 10, and 10% at GG 15... all cumulative).
At the beginning of the battle, the first few turns are "random"
a unit with lower initiative can go before a unit with a higher initiative
How about giving the people with a higher gamblersguild a little advantage on this "random" turn in the beginning of the battle

Because its gamblers guild, so it should be a bonus that has something to do with random :P
Empire
[>] [q] 10 2009-02-25 17:02:58

Need more opinions :)
look the Empire talked OMG!!!!!!
for techy:

Not the, Almighty Queen Empire
+17

right now starting initiative is a random number between 0 and 10%, what if that changed to random number between your GG and 10%.

What I mean by that is if you have a GG of 5, your starting initiative would be somewhere between 5% and 10%, so your army is more likely to move before a similar army. I don't know if this should be capped at 10%, where anyone who reaches a GG of 10 (or higher) automatically has his army get the maximum starting initiative, or if it could increase beyond that (i.e. someone with a GG of 15 would get a random starting initiative between 10% and 15%.
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