Recall Cost = Recruit Cost + X

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Observer1
Posts: 21
Joined: May 14th, 2005, 2:37 am

Recall Cost = Recruit Cost + X

Post by Observer1 »

I am sure this is an old topic -- I looked a little for it, but didn't find it. So I totally apologize if this is reinventing the wheel.

Recall cost = $20 seems pretty arbitrary. Under the present system you always have an incentive to recall expensive units (horse riders cost $23 new, so it's even cheaper to recall! even if they have no experience) and much less incentive to recall inexperienced foot soldiers. It's not "wrong", but it just seems like a strange design decision.

I think recall cost should be a function of underlying unit cost. One suggestion could be:

Recall Cost = Recruit Cost + (Experience Level * 2)
So a level 2 elf solider would cost 14 + 2*2 = 18.
A level 1 horse rider would cost 23 + 2*1 = 25.

It just seems a little arbitrary why the cost is set at a constant. It gives the game a production bias that doesn't seem intentional. It gives a heavy disincentive to recall cheap units, and a huge incentive to recall initially expensive units -- regardless of experience, which is the point of recalling in the first place.

It's just a suggestion. There are certainly other formulas that would work (say using a constant +$4).

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Elvish_Pillager
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Re: Recall Cost = Recruit Cost + X

Post by Elvish_Pillager »

Observer1 wrote:Recall Cost = Recruit Cost + (Experience Level * 2)
It violates RIPLIB[1]. But a constant value would be OK. I like 4; but there's one problem: How to deal with convergent levelling? If unit X costs 18 and levels into unit Y, and unit Z costs 15 and levels into unit Y, then how much does unit Y cost to recall?

EDIT: Forgot the footnote: [1] Reducing In Power Levelling Is Bad
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scott
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Re: Recall Cost = Recruit Cost + X

Post by scott »

Observer1 wrote: It's just a suggestion. There are certainly other formulas that would work (say using a constant +$4).
Like 16 + $4? :)

I don't think it violates RIPLIB to have level-based recall costs. If it were also accompanied by a flat upkeep scheme I prefer it to what we have now.
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Elvish_Pillager
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Re: Recall Cost = Recruit Cost + X

Post by Elvish_Pillager »

scott wrote:I don't think it violates RIPLIB to have level-based recall costs.
It certainly does. Whether that is tolerable, is another question.
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egbert
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Joined: January 7th, 2005, 3:07 am

Post by egbert »

I picture it as:

The recruit cost is to buy the equipment for the unit.
The upkeep is to pay him.
The recall cost is what it takes to transport him with you.

scott
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Post by scott »

RIP = reduction in power, not cost. You never get something for nothing. Higher level units cost more, whether it is through recruiting or recalling. I would see nothing wrong with the previous statement if it were true.
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Tomyellow
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Joined: March 25th, 2005, 4:15 pm
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Post by Tomyellow »

egbert wrote:I picture it as:

The recruit cost is to buy the equipment for the unit.
The upkeep is to pay him.
The recall cost is what it takes to transport him with you.
Hi,

<IMHO>
I think it is the correct explanation, at least I fantasized the situation in this way. When you recruiting units than values are different, but a loyal (loyal to you, it is not the trait) unit will re-join to you for a constant price (transport, repair stuffs, etc.).
</IMHO>

I think it is good as it is now.

Cheers,
Tomyellow

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