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Attaching Skinners/Cotters to Armies

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Hiei View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Hiei Quote  Post ReplyReply Direct Link To This Post Posted: 22 Jul 2014 at 18:45
bump

Edited by Hiei - 27 Jul 2014 at 01:10
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Albatross Quote  Post ReplyReply Direct Link To This Post Posted: 22 Jul 2014 at 23:05
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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Post Options Post Options   Thanks (0) Thanks(0)   Quote Dungshoveleux Quote  Post ReplyReply Direct Link To This Post Posted: 23 Jul 2014 at 00:06
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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Post Options Post Options   Thanks (0) Thanks(0)   Quote Albatross Quote  Post ReplyReply Direct Link To This Post Posted: 23 Jul 2014 at 12:09
Originally posted by Dungshoveleux Dungshoveleux wrote:

And how do you reconcile adding footbound harvester units to mounted military units?
Minimum 'travel speed' of all units in the mission.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Dungshoveleux Quote  Post ReplyReply Direct Link To This Post Posted: 23 Jul 2014 at 22:54
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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Post Options Post Options   Thanks (0) Thanks(0)   Quote Albatross Quote  Post ReplyReply Direct Link To This Post Posted: 24 Jul 2014 at 01:33
Originally posted by Dungshoveleux Dungshoveleux wrote:

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 that's a fair interpretation. Look to the current Diplomatic Contingent for a pattern of behaviour (though it's a pity you can't use offensive diplomacy outside of target towns).

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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Post Options Post Options   Thanks (0) Thanks(0)   Quote LadyLifeGrows Quote  Post ReplyReply Direct Link To This Post Posted: 24 Jul 2014 at 17:39
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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Post Options Post Options   Thanks (0) Thanks(0)   Quote Toibur Quote  Post ReplyReply Direct Link To This Post Posted: 26 Jul 2014 at 07:50
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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Post Options Post Options   Thanks (0) Thanks(0)   Quote Bastion Quote  Post ReplyReply Direct Link To This Post Posted: 28 Aug 2014 at 22:04
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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Post Options Post Options   Thanks (0) Thanks(0)   Quote Rancor Quote  Post ReplyReply Direct Link To This Post Posted: 02 Sep 2014 at 05:29
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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