Topic: Efficiency of Scouting
GunChleoc |
Posted at: 2020-10-30, 09:26
If we should decide for a walk-to-flag functionality, it should act as a persistent waymarker for the building. The scout will then walk to that flag, execute the same program he's executing right now with that flag as a starting point, then return to the building. If there is no waymarker, the scout will simply start scouting from the building like he does right now. This way, you won't have to keep building new buildings, but pay for that with the longer walking time. Busy indexing nil values Top Quote |
JanO |
Posted at: 2020-10-30, 09:47
How do we manage multiple scouts then. Someone has to tell them to pick the closest scouting-flag if there is a new one (+ a new scout built nearby). Or multiple flags for one scout? Top Quote |
GunChleoc |
Posted at: 2020-10-30, 09:59
The scouting flag would be assigned to the individual building if we use it as a waypoint. Busy indexing nil values Top Quote |
Nordfriese |
Posted at: 2020-10-30, 10:45
Would it be possible to reassign a scout hut's scouting flag? If not, there would be no significant difference to the current implementation. Top Quote |
WorldSavior |
Posted at: 2020-10-30, 17:48
Changing scouts would probably be a waste of work; not necessarily improving the game, maybe making it worse Wanted to save the world, then I got widetracked Top Quote |
kaputtnik |
Posted at: 2020-10-30, 19:00
Looks like you are against some changes. It's your opinion, but an opinion without arguments is useless. Do you use scouts? Fight simulator for Widelands: |
teppo |
Posted at: 2020-10-31, 13:28
Scouts are sometimes necessary: If the enemy has built a citadel, and you can only build small military buildings (rough terrain), then attack without scouts would be impossible. I have also not built scouts too much, but because I think that the running price (steals bread from mines/training) is quite high, and therefore forgetting a scout somewhere is bad. My recommended way to enhance scouts is to make the scout work without food (lumberjacks harvest their own food from the surroundings, why would scouts not do the same) and maybe reduce the maximum range, so that one has to dismantle/rebuild the huts now and then.
Would I be able to place the flag into unknown/enemy territory? One flag per scout or a global one? Would scout work like geologist (=do a time limited run) or until instructed otherwise? If yes: Would there still be scouts' huts, or would scouting become "just like gelogists"? Top Quote |
GunChleoc |
Posted at: 2020-10-31, 16:20
I think a scout's flag should definitely be within your own territory, just like for geologists. It will become too powerful otherwise. Busy indexing nil values Top Quote |
the-x Topic Opener |
Posted at: 2020-10-31, 19:02
Dont write all the time the same things world savior - if you do so tell us why
again - why? Top Quote |
teppo |
Posted at: 2020-10-31, 19:11
If all you would need to scout is a flag (as with geologists), would the scout be too powerful or still okay? Top Quote |