Jul 20th 2010, 5:37:14
I know that EE is looking to get into the Facebook market and there will be lots of new players. I know in other games I have played which are looking to increase their market, they made the game more friendly by implementing a challenge quest in the beginning which would teach some of the basic concepts and perhaps give goals and/or rewards for small accomplishments.
There could be some companion on one of the sides that makes the suggestions like: building CS, specializing (maybe have them choose farmer, casher, indy and then give them realistic goals), exploring, attacking, selling on the market (public/private), etc... all the things that experienced players know to do, but without making them have to search the wiki. It doesn't need to be perfect, and it doesn't have to be turn by turn instructions.
For example, have the companion (make it earth related somehow, a top adviser?) suggest that by turn 99 they should have X CS and Y Farms, make mention that protection will be gone after that and they should prepare defense. Show that they can sell on their private market for cash in the beginning. I'm sure the different alliances who have trainers could easily come up with a few different scenarios, and then at the end, give them a small bonus such as cash/turns/increased production.
If primary server is going to be where most new players are sent, you could have it just there, at least for testing purposes and see how it goes. I think this way new players will easily learn some of the basics and be more enticed to stay and learn the more advanced topics.
There could be some companion on one of the sides that makes the suggestions like: building CS, specializing (maybe have them choose farmer, casher, indy and then give them realistic goals), exploring, attacking, selling on the market (public/private), etc... all the things that experienced players know to do, but without making them have to search the wiki. It doesn't need to be perfect, and it doesn't have to be turn by turn instructions.
For example, have the companion (make it earth related somehow, a top adviser?) suggest that by turn 99 they should have X CS and Y Farms, make mention that protection will be gone after that and they should prepare defense. Show that they can sell on their private market for cash in the beginning. I'm sure the different alliances who have trainers could easily come up with a few different scenarios, and then at the end, give them a small bonus such as cash/turns/increased production.
If primary server is going to be where most new players are sent, you could have it just there, at least for testing purposes and see how it goes. I think this way new players will easily learn some of the basics and be more enticed to stay and learn the more advanced topics.