Topic: Suggestion about Soldiers Part1
Astuur Topic Opener |
Posted at: 2011-03-26, 11:04
Hi everyone! The profession "soldier" should be split into categories.All wares and all professions are uniform. One trunk is as good as any other trunk. Given the possibility of hundreds of soldiers in stock, I think the individual listing that we do in the military buildings is not possible. Assigning categories that would cover all possible or existing skill combinations would be most impractical. Using standard military ranks seems inappropriate, since they usually imply the command over a number of lesser ranks, So, I'd like to suggest a ranking with 4 categories along these lines:
All tribes use two different training facilities, so there will be soldiers that have passed through one, but not the other. Recruit 0 or 1 level trained (typically no evade, or only partly (Empire Arena), rest untrained) Soldier 2 - 4 levels trained (typically full evade training (Empire or Barbarian) Atlantean with full Attack training. Warrior: 5-8 levels trained (typically Barbarians or Empire with Trainingscamp completed, but not Battlearena/Colosseum), Atlantean with Labyrinth completed, but not dungeon. Hero: 9-10 levels trained (typically fully trained) Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
ixprefect |
Posted at: 2011-03-27, 13:05
Why don't we list soldiers by sum of their levels? The 11 slots necessary should be fine. It would be very transparent what is going on, and it should still give a clear view to players what's going on. For example, players would soon learn that a large stock of level 2 soldiers means that their evade-training is running quite quickly, while the more expensive attack/defense training is going slow. P.S.: It would have been nice to give slightly more meaningful titles to each of the threads, but good thinking on splitting this up. Top Quote |
Astuur Topic Opener |
Posted at: 2011-03-28, 07:03
The main reason not to suggest this, was that I already had "Part2" (telling soldiers apart by their appearance) in mind.
True of course. Something always slips Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
teaki |
Posted at: 2011-04-04, 03:58
The developers of Wideland would rather see the game as a build farm fun instead of a fighting game. I don't know why but that's what I have been told several times when I asked about improvements to the military system. Sad but you aint gonna change it. Top Quote |
Astuur Topic Opener |
Posted at: 2011-04-04, 07:29
Teaki, That does not mean, that changes in the way soldiers are organized, or changes in their graphical representation, a) Allow storage of soldiers according to their abilities into specified warehouses.
b) Allow the specification of soldiers to be stationed at the military building level.
To the opposite: a new player could be lead the thinking that soldiers with a hight "DE" value would defend his building better, which of course is not true. Solution b would still need a solution for the warehouses and the headquarters, since without one, the replacement of soldiers could take too much time. Edited: 2011-04-04, 07:33
Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
ixprefect |
Posted at: 2011-04-04, 09:04
I think a simple button in military sites' windows that toggles between "Station highest cumulative level soldiers available" and "Station lowest cumulative level soldiers available" should do the job nicely. As for warehouses... yes, if you have a very large territory already, that could perhaps become a problem. I must say that I haven't really thought about that yet. Top Quote |
Astuur Topic Opener |
Posted at: 2011-04-04, 17:43
What exactly would "highest available" mean in this context, Ixprefect? Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
ixprefect |
Posted at: 2011-04-05, 11:23
It would go for the best trained soldier economy-wide, and among them choose the closest ones. I realize that this may be problematic in very large games. If you have good and simple ideas, please do tell. There is no difference between getting new soldiers after you increase the building capacity and after soldiers have fallen or stay at conquered buildings, and I don't think there should be any difference between those cases. Top Quote |
Astuur Topic Opener |
Posted at: 2011-04-06, 06:48
I cannot think of anything better, and think it is fine this way. It's okay to lay the responsablilty for not letting the distance get too long into the player's hands, if we can provide a reliable way to send soldiers with a certain training level to selected warehouses, but not without that option. Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |