Topic: Introducing a new building for the creation of untrained soldiers
Astuur![]() Topic Opener |
Posted at:
2012-02-18, 09:15 UTC+1.0
This thread is meant to collect ideas and opinions on the topic of a integrating a new type of building into Widelands, working title "casern", that produces new soldiers. Some basic lines of thought derived from this bugreport, but it turned out that some of the ideas are in fact even older and were independently described here. The purpose of this thread is also to introduce the concept to a broader public. Please stick to the general topic, and post alternative concepts elsewhere.
Please correct me, when there is something wrong or missing.
Edited:
2012-02-18, 10:06 UTC+1.0
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. ![]() ![]() |
Astuur![]() Topic Opener |
Posted at:
2012-02-18, 09:57 UTC+1.0
The way it is now:Soldiers are formed from the unlimited number of carriers that exist in the HQ and warehouses.
Military buildings that are not fully manned (up to their adjustable capacity) create such a demand. What we would like to improve:
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. ![]() ![]() |
Astuur![]() Topic Opener |
Posted at:
2012-02-18, 10:07 UTC+1.0
The new "casern" suggestionWe could create an additional tpye of house for all tribes. (working title "casern") expected advantages
known disadvantages
Edited:
2012-02-18, 10:33 UTC+1.0
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. ![]() ![]() |
Astuur![]() Topic Opener |
Posted at:
2012-02-18, 10:34 UTC+1.0
Details to discussA few questions come to my mind immediately. 1. Will caserns be buildable, or will there only be one supplied for every realm, like the headquarters? 2. Should we link the number of caserns allowed to some other fact? We could grant a new casern based on territory size, number of warehouses, wares quantity, number of military buildings and so on. Another interesting idea may be to link the allowed number of caserns to the Training level of the trainers themselves. You could ask for a master trainer to run such a place, and only give the initial one with the starting condition. New master trainers would then have to be trained in the casern by the existing one. 3. How does the requirement for an extra building work with maps or scenarios, that challenge the player with limited space? There will be more, this is by no means comprehensive. I will add new question as they come up.
Edited:
2012-02-18, 16:06 UTC+1.0
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. ![]() ![]() |
Nasenbaer![]() |
Posted at:
2012-02-18, 11:55 UTC+1.0
Hi :), Here comes my personal and of course subjective view on this idea I have to admit, that I somehow understand your point, after reading through the argumentation. Anyways, when I think of a "casern" building, I directly see a picture of Warcraft, Star Craft or Command an Conquer, which brings me to the point of "this would strengthen the military aspect of Widelands", as you gain even more control about soldier creation. Further I am against the feature, because this would take one of the more or less unique features of Widelands and transform it to a "standard strategy game" feature - as I said it would be similiar to Warcraft, Star craft, c & c, knights and merchants, age of empires, etc. The argumentation, that some new players get confused is correct, but from my point of view only because they think Widelands is yet another strategy game with caserns As is saied: I somehow understand your point, but at the moment I am absolutley not convinced. Of course it is a good thing to make Widelands as intuitive as possible for new players as well as for existing players, but that should not be done by loosing the uniqueness of Widelands.
(Changing unique features of Widelands seems to be modern at the moment as we can see from the current poll Concerning the statistics: I always read them as guideline, not as absolute value - even if it was able to show the "real strength", it would not be a lot more helpful for decissions on whether to attack or not attack an enemy. Simple example: an enemy can be strong, but perhaps has all the strong soldiers on a second frontier to another player... Cheers Peter ![]() ![]() |
Astuur![]() Topic Opener |
Posted at:
2012-02-18, 15:48 UTC+1.0
OOPs ... too fast for me, Peter. Well, what can I say? Your other criticism is, that the control of "mass rookie production" vs. "champion training" is already strengthening the military aspect too much? 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. ![]() ![]() |
Nasenbaer![]() |
Posted at:
2012-02-18, 16:49 UTC+1.0
I am only one out of many makers And just, so you do not missunaderstand me: I don't want to block this feature and if the majority likes it, I won't stand in the way. However I wanted to point out my point of view - and like you can't see the advantage of the current system, I see more disadvantages, than advantages in the system you propose. ![]() ![]() |
PkK |
Posted at:
2012-02-18, 18:27 UTC+1.0
Well, currently creating craftsmen and soldiers works the same (a carrier just grabs the necessary tools and becomes a specialized worker), with this proposal, it would be different, unless we also create a school building or something. I do not agree with the claim "Following this concept would bring some changes, which I will try to outline later here, and signifies a different approach towards soldiers, as it puts them closer to the professional craftsmen, and away from the carriers.". Philipp ![]() ![]() |
Astuur![]() Topic Opener |
Posted at:
2012-02-18, 19:18 UTC+1.0
Hello Philipp,
You are right, as far as the initial job assignment goes. Training the soldiers in a battle arena or a trainingscamp is also close to promotion at the job, only we don't have titles for the different soldier levels. 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. ![]() ![]() |
Tino |
Posted at:
2012-02-18, 19:45 UTC+1.0
I agree with Nasenbaer that a producing soldiers in a casern feels like "name-your-favorite-rts-game". Now i am going off-topic by bringing forward a different approach: I've always wondered, why untrained soldiers are not "generated" by the trainingscamp. Of course every player would need a adequate number of soldiers at the beginning to be able to expand so far to get a working economy. New soldiers are only later in game available, when the player has built a traingscamp. So the trainingscamp job would not only to give untrained soldiers better weapons/shields to upgrade them, but also to do the initial training and equipping of carriers to become soldiers. In my opinion this would merge the current way with you idea of a casern like building. Also this would make clear for new players where soldiers are "produced" and they would not come "out of nowhere" any longer. ![]() ![]() |