Topic: Efficiency of Scouting
teppo |
Posted at:
2020-10-31, 19:11 UTC+1.0
If all you would need to scout is a flag (as with geologists), would the scout be too powerful or still okay? ![]() ![]() |
GunChleoc![]() |
Posted at:
2020-11-01, 06:42 UTC+1.0
I was never proposing that - I was proposing a waypoint. Other RTS games where you manually control your soldiers/workers have a definable point that they will go to when the building has finished creating them and the leave the building. Busy indexing nil values ![]() ![]() |
GunChleoc![]() |
Posted at:
2020-11-01, 06:49 UTC+1.0
Screenshot from 0AD to illustrate what I mean
Edited:
2020-11-01, 06:49 UTC+1.0
Busy indexing nil values ![]() ![]() |
kaputtnik![]() |
Posted at:
2020-11-01, 10:43 UTC+1.0
Agreed. A player should be able to send a scout at each flag.
Yes. It makes also more sense if he goes back to his hut to get some food again. Maybe he can send some messages to the inbox: "A Scout has found hills", "A Scout has found some trees", "A Scout has found foreign territory" or "A Scout has found a foreign military site". ![]() ![]() |
teppo |
Posted at:
2020-11-01, 18:42 UTC+1.0
Got it, thanks.
Currently, the scout does few things:
If we go to flags, should the player be also able to tell the scout what kind of errand to take. If I want to reveal lots of unknown land around a spot, could I put many scouting flags around, which the scout(s) the fulfill at their own pace? ![]() ![]() |
WorldSavior![]() |
Posted at:
2020-11-05, 00:02 UTC+1.0
What a useless opinion of you here, not even supported by arguments I don't think that an opinion needs arguments. A vote is still a vote. So we don't have consent, and the change might be a candidate for the add-on system.
Of course, but not always. They are not overpowered, and they are not too weak, they are just fine
Edited:
2020-11-05, 00:02 UTC+1.0
Wanted to save the world, then I got widetracked ![]() ![]() |
Nordfriese![]() |
Posted at:
2020-11-05, 10:06 UTC+1.0
Please stop with this hick-hacking, you and everyone. You do realize you're contradicting yourself in these sentences though?
You're the only one who is really opposed to the change as far as I can see. Unless you provide good reason why we should not change scouts as proposed, the change will probably be implemented.
Edited:
2020-11-05, 10:08 UTC+1.0
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hessenfarmer![]() |
Posted at:
2020-11-05, 10:55 UTC+1.0
Well, ![]() ![]() |
Nordfriese![]() |
Posted at:
2020-11-05, 12:51 UTC+1.0
These are good arguments. I disagree about the performance though – since scouts are not used in masses, the additional pathfinding of one or two scouts is negligible compared to the hundreds or even thousands of wares and workers that go through a large economy every minute. How about combining the current and the proposed behaviour? The scouts would behave as they do now, and additionally one could click on a flag and send the order that a scout will come and scout from this flag the next time he goes to work instead of from his home house. Then you and WorldSavior can keep using scouts as you do now with no changes; and others could stop their scout's houses to not consume food unless they order it1, and use targeted scouting with the advantage of having more control at the cost of longer walking distances.
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GunChleoc![]() |
Posted at:
2020-11-05, 18:55 UTC+1.0
This is exactly what I proposed. Thanks for explaining it better. Busy indexing nil values ![]() ![]() |