Unit Limit?

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bill_murray
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Unit Limit?

Post by bill_murray »

There should be a limit on the number of recruited units?

All games i've seen have a limit of units, i think there should be a cause for this.
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turin
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Re: Unit Limit?

Post by turin »

bill_murray wrote:There should be a limit on the number of recruited units?

All games i've seen have a limit of units, i think there should be a cause for this.
almost all of the games with 'unit limits' are RTS, and the unit limits are because it slows down the game. (this is true with Age of Empires, anyway, it says so in the manual. :) and, since most RTS are very similar to AoE, i suspect its true for most others).

Since having many units in wesnoth does NOT slow it down (well, it slows down how quick the moves are, but doesn't slow down the computer itself), i don't see a point to this.
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Mutxiko
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Post by Mutxiko »

This is often implemented in order to avoid CPU-overload ( and so : "lag" ).

But maybe a "mod" could be added where the player has a defined unit-quota, or a total-level-quota : this would make a more tactical, less strategical game.
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Shade
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Besides, there is a limit

Post by Shade »

Besides, there is a limit. What you have in the piggy bank + what you manage to accumulate, as balanced by what you need in the future. . .
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bill_murray
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Post by bill_murray »

Yeah ehhe, i left a game where a player needed minutes only to move his huge army + minutes to think. Wesnoth is very time consuming.
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turin
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Post by turin »

bill_murray wrote:Yeah ehhe, i left a game where a player needed minutes only to move his huge army + minutes to think. Wesnoth is very time consuming.
if you think large maps take a long time, play small maps. Don't impose artificial limits. ;)
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bill_murray
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Post by bill_murray »

turin wrote:
bill_murray wrote:Yeah ehhe, i left a game where a player needed minutes only to move his huge army + minutes to think. Wesnoth is very time consuming.
if you think large maps take a long time, play small maps. Don't impose artificial limits. ;)
Ouch that's why i play only small maps, most people (18 and above) don't have 3-4 hours to spend in an never ending huge map. Boys up to 17 have time :)

Time limit and unit limit can be added as a user preference, allowing more dinamic games :twisted:
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Post by turin »

bill_murray wrote:
turin wrote: if you think large maps take a long time, play small maps. Don't impose artificial limits. ;)
Ouch that's why i play only small maps, most people (18 and above) don't have 3-4 hours to spend in an never ending huge map. Boys up to 17 have time :)

Time limit and unit limit can be maded as a user preference, allowing more dinamic games :twisted:
small as in how small?

There are many 20X20 maps (2v2) that are over in 30-60 minutes. my map 'Total War" is an example, as is 'Bloodbath" by Stosswelle.
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MadMax
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Post by MadMax »

This would put undead at a disadvantage, as they depend on numbers.
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Dacyn
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Post by Dacyn »

bill_murray wrote:user preference,
"A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away." -- Antoine de Saint-Exupéry
bill_murray wrote::twisted:
Why should we acccept your twisted ideas? :)
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Post by bill_murray »

MadMax wrote:This would put undead at a disadvantage, as they depend on numbers.
This limit can disallow undead player from doing a greater walking corpse rush.

I have the opinion that walking corpses shouldn't be recruitable, only obtained from necromancer kills. But that's only my opinion.
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Post by Dave »

Another big reason for unit limits in RTSs is that it would be unmanageable for the player to control so many units effectively when the game is moving along in real time.

Gold is the limiting factor. If we imposed other limits, it'd just make people only get expensive powerful units, and we'd end up with situations where more gold is pointless, which is kinda silly...

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bill_murray
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Post by bill_murray »

Dacyn wrote:
bill_murray wrote:user preference,
"A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away." -- Antoine de Saint-Exupéry
bill_murray wrote::twisted:
Why should we acccept your twisted ideas? :)
I'm not a developer, it's just an Idea in the Ideas forum, you are free to disagree with, as I can disagree with you in your ideas
:oops:
bill_murray
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Post by bill_murray »

I'm not against you boys, i'm just discussing the Limit idea because i don't like an unlimited (yes, unlimited) amount of "level 0 - no upkeep" units coming from a crazy player! :shock:

I used this strategy when noob, very easy to plague the entire map with bats. Then I started fighting as a real man ahahahaha with normal units, no scouting. (just my opinion, flame me if you want)
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Post by Elvish_Pillager »

bill_murray wrote:I used this strategy when noob, very easy to plague the entire map with bats. Then I started fighting as a real man ahahahaha with normal units, no scouting. (just my opinion, flame me if you want)
Flames... where's that nice flame smiley...

Sure it's very easy for a n00b to bat flood against another n00b. They just can't handle it. Reasonably skilled players can stop bat floods, just as they can bat flood each other more effectively. :twisted: Yet few can stop a corpseflood with their high power of late. A real man is a nonsensical thing; it seems that real men use inferior strategies. Anyway, playing without scouts is a stupid thing to do, you need that money. I have an undead strategy that is very flexible, no one can beat me in 1vs1 muahahahaha.

Oh wait. That's not just flame, it's bragging too.
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