You've landed in the archive of the Cambrian House community. We've kept some pages here for posterity but the community is no longer active. Now we market the technology that made our early crowdsourcing a success.
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The Cambrian House Crew
Cambrian House, a digital "suggestion box" of sorts that has gleaned international media attention and been dubbed a major name to watch in 2007.Calgary Herald, Jan 2007
Cambrian House began as a crowdsourcing community using a wisdom of crowds based approach to discover new business and technology ideas. These pages are being kept online as a technology demo to showcase Chaordix™.
Looking to harness the power of your crowd? Find out about Chaordix™ - technology that enables enterprises to get the most out of crowdsourcing.
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Most online games [browser-based, I mean] are usually based on a simple structure:
*Grow an Army and improve it
*Attack a weakling
*Go to 1
My idea is, make attacking expensive, and focus mostly in the economy, alliances will be more useful, so that gatherers are as necessary as attackers, and focusing is almost obligatory (for example, upgrading costs depends on the number of upgrades you already have); This will make everyone in an alliance equally necessary, and watching each other's backs is the only way to survive.
Also, add a system of Offer/Demand; the more a resource is bought (perhaps from default trading planets), the more it costs, which will make the backmarket bigger.
No permadeath, attacks are to destroy resources in a city, and intercepting transport ships is awfully profitable.
Moneymaking [irl] is in buying upgrades with real money, and offering Secure Trading via the site; ads could be added, and you can pay to get them removed.
===I ran out of napkin!===
Too powerful players should be unable to attack weaker ones, or make it almost useless: attacks should be more expensive, and players with too big an armament become nearly useless, because they destroy the cargo.
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