Topic: Pioneers
Warnuf Topic Opener |
Posted at: 2011-02-28, 14:25
I have an idea for a new building&unit: pioneer school&pioneer. Pioneers need some resources per action (perhaps some food) can perform it within a certain range around the pioneer school (it can cross most terrains but lava) and returns afterwards to the pioneer school. An action can be (should be selective stopable): This serves two purposes: Top Quote |
Astuur |
Posted at: 2011-03-01, 18:57
Hmm ... interesting concept... I could imagine that the safety net function of this may be welcomed by many players -- predominantly unexperienced ones. On the other hand it's a drastic change of the ruleset to have such a "joker" function at hand. 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: 2011-03-01, 19:30
The concept is definitely an interesting one, and I have to think more about it to form a full opinion. Though initially, I would say that the full proposal gives far too many purposes to one single thing in the game. Especially, using pioneers as wildcard replacements for any type of worker goes too far. Also, the resource related functionalities would be too much. In fact, I would say the following: Yes, these features would enable to route around certain types of resource shortages, and this is precisely why I would rather not have them. The idea of allowing out-of-territory transportation across land is an interesting one, however, and it needs some reflection. Certainly one could imagine the possibility of establishing a new warehouse in a remote region of the map by sending some pioneers and a builder together with the required wares. Transportation of wares between such disjoint regions would be painfully slow, of course, but the prospect of establishing outposts in this way could potentially introduce a new interesting game mechanic on very large maps. How interesting it truly ends up being I don't know, but I wouldn't totally dismiss it outright for now. When considering such a proposal, we should also think about trade between players, and how that could be work as a game mechanic. Of course we'll rather focus on seafaring first. Edited: 2011-03-01, 19:31
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Warnuf Topic Opener |
Posted at: 2011-03-01, 22:22
I didn't had bordercrossing in mind. If they can they should indeed be able to build roads outside.
I first thought only about builder and transporter. The proposal for general worker was added for unexperienced players. I thought as every workstep costs other resources and needs the time for one traveling of the pioneer to the building and back it's not overpowered, instead useless for experienced players but helpfull for beginners. But as you could save some metal in the early game I am unsure about that now. But I stil think it is not overpowered. For land out-of-territory transportation one could perhaps build a traiding trek, working like ships, just on land. Focus on seafaring first ist a good idea, I'm looking forward to it Top Quote |
Nasenbaer |
Posted at: 2011-03-02, 07:54
I fully agree. On the one hand, the resource features would be much too powerful and on the other hand I agree that we should first implement seafaring, as some parts of the transportation problem might get solved than. :) I am strongly against driving/walking though areas of the enemy and transporting wares that way. Of course Widelands is not even close to reality ;), but I am quite sure, that pretty much everybody would agree with me, that any enemy would try to directly stop such ware transportations through their territory... However the general idea sounds nice, so we should not forget it. Cheers Nasenbaer Top Quote |