Attaching Skinners/Cotters to Armies |
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Hiei
Wordsmith Joined: 28 Jul 2012 Status: Offline Points: 168 |
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Quote Reply Posted: 22 Jul 2014 at 18:45 |
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bump
Edited by Hiei - 27 Jul 2014 at 01:10 |
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Albatross
Postmaster General Joined: 11 May 2011 Status: Offline Points: 1118 |
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Quote Reply Posted: 22 Jul 2014 at 23:05 |
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Just seen this. I must've been asleep.
Yes, like many mechanisms, it's interesting to explore how it translates to another class of unit.
I suggest we call this "Harvesting Contingent" or "Trade Contingent".
Likewise, when the magic side develops, there would be a "Magic Contingent" or "Arcane Contingent"
Implementation of the attack and defence mechanisms and abilities would be fairly easy to work out, but very difficult to debug and balance, so I expect, even if this is taken up, it would take a while to go live.
But once live, the only problem I foresee is the occasional player frustration due to forgetting the contingent attached to the mission.
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Dungshoveleux
Postmaster Joined: 09 Nov 2013 Status: Offline Points: 935 |
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Quote Reply Posted: 23 Jul 2014 at 00:06 |
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i think this would require some major combat logic changes - currently 1 unit of wildlife will despatch am kill any number of harvester units - they have no combat value - so if involved in any fight they would all be killed. Its a bit of a lazy idea though. And how do you reconcile adding footbound harvester units to mounted military units?
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Albatross
Postmaster General Joined: 11 May 2011 Status: Offline Points: 1118 |
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Quote Reply Posted: 23 Jul 2014 at 12:09 |
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Dungshoveleux
Postmaster Joined: 09 Nov 2013 Status: Offline Points: 935 |
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Quote Reply Posted: 23 Jul 2014 at 22:54 |
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but attaching foot harvesters would mean the cavalry travel at foot speed - quite a penalty - and being with an army and treated as an army, the trade units can't then be prestiged around. I think beter to leave current system which encourages regular logging in to play rather than launch and forget.
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Albatross
Postmaster General Joined: 11 May 2011 Status: Offline Points: 1118 |
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Quote Reply Posted: 24 Jul 2014 at 01:33 |
p.s. Movement speed isn't too bad: 10 sq/h for cotters, 12 sq/h for guild harvesters (in my case: Human).
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LadyLifeGrows
New Poster Joined: 06 May 2014 Location: Denver Colorado Status: Offline Points: 9 |
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Quote Reply Posted: 24 Jul 2014 at 17:39 |
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Harvesters aren't so expensive to replace.
They should not be permanently attached. When you send your army someplace to attack, that is when the option to send a harvester should pop up. They should follow the army separately at their normal speed, with a fail-safe that they cannot travel faster than the army. The pop-up should be the regular harvest window. |
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Toibur
New Poster Joined: 26 Jul 2014 Status: Offline Points: 1 |
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Quote Reply Posted: 26 Jul 2014 at 07:50 |
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I actually think that this would be a bad idea, simply because it removes the option for aggressive 3rd party harvesters / scavengers.
I love the idea of the scavengers not being from either side of the conflict. Let the battlers battle, and let there be room for this other style of play.
If you want to harvest/scavenge after your kills, then just time your groups thoughtfully.
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Bastion
New Poster Joined: 13 Aug 2010 Location: Out of my eleme Status: Offline Points: 1 |
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Quote Reply Posted: 28 Aug 2014 at 22:04 |
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As of right now, if I want to harvest after a slaughter, I send the troops with the 'Occupy' command, so I can come back with my Skinners and harvest things.
I would much appreciate this suggestion though, have the research include having the collectors learn to ride horses (so as not to slow down the troops) and pack their goods into caravans (larger gatherings in less time). If this were put into play, I would assume the military stays on-site while the gathering is occurring, so it's a little bit of an upgrade of the 'Occupy' mission. Edited by Bastion - 28 Aug 2014 at 22:05 |
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Rancor
New Poster Joined: 31 Aug 2014 Location: US Status: Offline Points: 22 |
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Quote Reply Posted: 02 Sep 2014 at 05:29 |
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Okay so I am so new that I don't know the question let alone the answer.
But is there not an option to send army then go to the marketplace and send the cottars or skinners to the hex?? I am assuming that they move slower then even the pikeman so would show up after any conflict has occurred. That command should be made 10 seconds after issuing the army command so really this should not be an issue?? Or is the current game mechanic that you can not dispatch these units until there is something to harvest?? Super sorry for the late post but I was not here while the debate was going on. |
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