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More Scouts per Pack adults

Posted 2021-04-11 15:04:54 (edited)

Yeah I'd support to add +1 scout once you hit the 50/100/150/200 adults total count when upgrading the den--would make it fair without breaking the system balance too much

Bear in mind you wouldn't need to actually own 50 adults, just have that amount of space unlocked.


RizuChan 🌺
#39456

Posted 2021-04-12 04:38:40

I agree with RizuChan on the numbers, but people might exploit the number of slots for an advantage.

I think that scout count should correlate directly with the number of adults in the pack to prevent exploits


🐸FireyKitty (chatsmol)🔥
#17226

Posted 2021-04-12 06:39:46

I mean it’s hard to exploit it when each upgrade is quite expensive—if someone unlocked 200 adult slots in their den it’s clear they’ve been playing for a while (or invested a looooooot of $$$) and at that point it seems silly to deny them a feature because they don’t have a den full of 200 adults.


RizuChan 🌺
#39456

Posted 2021-04-12 11:24:16

i would be nice to have 1 scout for each territory it would help out the struggling people (like myself) to get amusement items without having to spend hard earned sc

Dutchess1991
#12009

Posted 2021-04-13 08:27:45

I'd certainly like to see extra scout roles being added as lair space increases. Even if only two could be sent out at once.

TikindiDragon
#16883

Posted 2021-04-28 09:53:03

I would love to see more scouts!   Perhaps one scout per map piece uncovered?  Every time you uncover a new area you can have a new scout, and then when your lead retires and you have to rediscover your map, your number of scouts allowed resets as well?

Malachai Morrow
#22013

Posted 2021-05-01 06:56:13 (edited)

Just a heads up to the people saying 1 scout per 50 territory:

Is costs 31,855 SC to get to 51 territory.

It costs 851 GC to get from 51 to 200 territory.

For a casual player, getting to 51 territory (assuming they roll over every day and do a quest as their main source of income) is going to take the best part of a year. 

The GC cost locks out most players. You'd have to spend at least $213 on the game for 3 extra scouts.

Even assuming you get to 51 territory and decide to start swapping your SC for GC, the best I can make in a day through questing, fishing, and selling to the raccoon is 400-500SC. That's 5GC on a good day, assuming the GC prices aren't too high.

It would take me at least a month and a half of playing all day, every day, never buying any food, amusement, herbs/medicine, items for questing, wolves, playing slots, entering raffles, etc. I've done intense grinds on LD and WD before, with half hourly timers, and it honestly sucks all the enjoyment out of playing after a while.

I do support unlocking scouts as you unlock more biomes. I'd also support a flat 20-25GC fee per scout (and 1 unlocked for free) once you got to 51 total territory. Over 800GC for 3 extra scouts isn't worth it.


VagueShapes
#828

Posted 2021-05-01 07:58:26

That was a wonderful breakdown VagueShapes!!  Thank you for laying that out for everyone.

Malachai Morrow
#22013

Posted 2021-05-13 06:51:51 (edited)

Big support! Definitely need some more scouting slots, amusement items can be hard to find and scouts are what I need to rely on for them but they still take a while to re-scout for only 2 items. Big packs need more amusement items so it makes sense that you should be able to send out more scouts to balance that need as your pack grows. On that note tho, I don’t think it should be every 50 slots like some people say. That’s an immense grind for just one added scout, and some people might not even be able/ want to get to that, yet still be struggling with amusement items. I think it should be more like every 10 or 20 adult slots. 

Also, I’ve seen some people say that it might be good to unlock more scouts depending on the amount of areas unlocked. I can see how that could work, but I see a problem with when it comes to retiring your lead wolf and the areas re-setting. In my mind that might screw with the roles. (Eg if you unlocked them all to get say 5 scout roles, and you have all the scout roles assigned to wolves, what happens when you get a new leader and only have the first areas again and only 2 scouts allowed? How will the game choose which wolves stay with the scout roles and who has to loose it?) So maybe instead of directly tying the number of scouts allowed to the number of areas unlocked, but instead, allowing you to have the max amount of scouts but only being able to /send out/ a specific number at a time depending on how many areas are unlocked? (I apologise if that made no sense xD feel free to disregard it) 


Silver 🦊
#7151

Posted 2021-05-18 22:11:13

Support! But I like the idea of it being based on territory. Say, for every 40-50 territory slots you have, you get 1 more scout. Otherwise, its too many scouts.


AmericanWerewolf
#3880

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