## Recall Cost = Recruit Cost + X

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

### Recall Cost = Recruit Cost + X

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).

Elvish_Pillager
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### Re: Recall Cost = Recruit Cost + X

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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Joined: May 12th, 2004, 12:35 am
Location: Alexandria, VA

### Re: Recall Cost = Recruit Cost + X

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

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.
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.

egbert
Posts: 33
Joined: January 7th, 2005, 3:07 am
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
Posts: 5242
Joined: May 12th, 2004, 12:35 am
Location: Alexandria, VA
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
Posts: 22
Joined: March 25th, 2005, 4:15 pm
Location: Budapest, Hungary
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