Topic: early advanced soldier gameplay balance
kaputtnik![]() |
Posted at:
2018-09-28, 18:17 UTC+2.0
Me too ... ![]() ![]() |
JanO![]() |
Posted at:
2018-09-28, 19:03 UTC+2.0
I guess this ultimate military focus could be shortened by allowing more than one win condition at a time. Consider a multiplayer match where autocrat AND wood gnome AND collector are active at the same time. Then maybe invent some new conditions like "farmer" (collect a lot of grain), "explorer" (unhide the complete map first), or something where you have to get the productivity above 95% for more then 10 minutes AND while producing each possible ware at least one time. Perhaps some win conditions should be unlocked not before one discovers the borderline of another player. ![]() ![]() |
kaputtnik![]() |
Posted at:
2018-09-28, 22:41 UTC+2.0
I think this is a great idea ![]() ![]() |
GunChleoc![]() |
Posted at:
2018-09-29, 08:29 UTC+2.0
I am all on favor of refactoring the win conditions code - we have a lot of code duplication in there. Another thing that I'd like to see is to make time limits and fog independent of the win condition. Busy indexing nil values ![]() ![]() |
einstein13![]() |
Posted at:
2018-10-01, 14:08 UTC+2.0
I disagree with this statement. For sure players have main goal of having best soldiers in a short time, but to get it they have to make an economy. How can we balance those two aspects of the game? (military & economy) Recently I was playing a board game about building machines (Steam Works, https://boardgamegeek.com/boardgame/143176/steam-works). But we can say in a similar way, that the game was not about building machines, but about gaining "prestige points". Really is it? I think that it depends on point of view AND how the game is balanced. From my point of view, Widelands are mostly military and economy (almost equal) game, but the rules are flexible enough to make it more economy or even only economy game. Example: last tournament. So why are we talking about soldiers stuff? Because if we make almost perfect balance there, economy aspect will be more important. einstein13 ![]() ![]() |
king_of_nowhere![]() Topic Opener |
Posted at:
2018-10-01, 19:04 UTC+2.0
And that's why I suggested the change. As things stand now, if player A has the better economy but knows nothing of soldier micromanagement, but player B micromanages soldiers to get supersoldiers sooner, player B is going to win by a fair margin. My proposal would have the effect of requiring more resources before one can train the first supersoldier. That would make general economy more important than micromanagement. ![]() ![]() |
Ex-Member![]() |
Posted at:
2018-10-02, 10:19 UTC+2.0
At times I get quite despondent about Widelands. It seems to be getting less about economy and more about the boring bit - soldiers. For some, perhaps the majority, it seems the aim is to get the first fully trained soldier then the biggest fully trained army and even if the game will last 10, 20 or more hours the end result has been decided in an hour or so. I see no pleasure in that. Traing workers with experience is getting to be a joke, apart from getting trained workers at the start the amount of training needed is getting lowered all to serve the getting to the fully trained soldier quickest idea. I can understand a desire for balance in getting it possible to fully train any tribe in the same time, but why the shortest time why not pick another number like 3 hours or even 10 hours? It is unfortunate that the only measure of the effectiveness of the economy is the strength of the army, trade and diplomacy would be better or at least equally important . A better range of win conditions would help as well and any improvement would need a leap in AI processes, AI needs at least to be capable of playing different win conditions. ![]() ![]() |
ypopezios![]() |
Posted at:
2018-10-02, 13:50 UTC+2.0
If we really want to make economy as important as military, we have to tie them much more closely. There is a drastic feature to achieve that, which gives extra emphasis to logistics: Add some form of maintenance-costs for the existing soldiers. For example, for each soldier periodically provide food, plus wages proportional to his rank. On failure to provide those:
In such a game, a super army can be maintained only by a super economy. Larger empires have a bigger challenge in sending on time food/wages to distant soldiers. Moreover:
Easier tribes could avoid either food (self-sustained soldiers) or wages (self-motivated soldiers). Balancing can be achieved by adjusting the time period between consecutive food/wages (i.e. self-sustained soldiers are paid more often, and self-motivated soldiers eat more often). ![]() ![]() |
Nordfriese![]() |
Posted at:
2018-10-02, 14:46 UTC+2.0
That would change the character of Widelands quite a lot, and in a way I very much appreciate
+1
I don´t like the idea of introducing "wages". There is no money in WL, and introducing it would change the game´s character too much in my opinion. On the other hand, "wages" could be paid in iron ingots for lower-level soldiers and gold bars for heroes. I´d like that.
Okay, but existing food (and perhaps payment?) should be retained in the building when it´s conquered by another player
-1 for both. It just seems illogical to me that soldiers should lose promotions. Certainly don´t make exceptions for the HQ, as it´s not special in any way; and not all starting conditions have (and don´t need!) an HQ.
+1 for forcing players to keep their economy in proportion to their army size.
Edited:
2018-10-02, 14:48 UTC+2.0
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king_of_nowhere![]() Topic Opener |
Posted at:
2018-10-02, 14:49 UTC+2.0
I don't think it would help. As was seen in tournraments, it is still more effective to kill your opponent before he can achieve another win condition.
I really don't like the concept. It would be a big pain, especially on small maps where your food production is scarce. The change I propose is, I believe, the best way to put more emphasis on economy and less on getting the first supersoldier, without severely changing the game ![]() ![]() |