Allowing player a choice to set new recruits' attributes
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Allowing player a choice to set new recruits' attributes
Currently, new recruits' attributes (Loyal, Quick, Strong, Resilience) is randomly assigned. I hope an option can be created to allow player to choose the attributes.
Benefits:
1. Player can more efficiently plan the role of the next unit.
2. Game gain one more option for real strategy and remove a little more 'luck' factor.
Sample:
In the recruit screen, add the following:
[x] Randomly assign attributes
[ ] Loyal [ ] Loyal
[ ] Strong [ ] Strong
[ ] Resilience [ ] Resilience
[ ] Quick [ ] Quick
Thanks for reading and like to see if the public likes this idea.
Party Delights
Benefits:
1. Player can more efficiently plan the role of the next unit.
2. Game gain one more option for real strategy and remove a little more 'luck' factor.
Sample:
In the recruit screen, add the following:
[x] Randomly assign attributes
[ ] Loyal [ ] Loyal
[ ] Strong [ ] Strong
[ ] Resilience [ ] Resilience
[ ] Quick [ ] Quick
Thanks for reading and like to see if the public likes this idea.
Party Delights
Well put. Traits will almost certainly remain random... although a mod of the game, where they are not, might be interesting...elanthis wrote:I think part of the purpose of traits is the randomness. If you make them non-random, the traits don't really do anything different than just selecting different units to begin with.
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So would most experienced campaign players. Which is why it was recently removed as a trait -- 0.8.11 will be the last release with Loyal as a random trait (assuming it isn't reinstated in the future).Glowing Fish wrote:In a campaign, I would choose all my units as "Loyal".
This quote is not attributable to Antoine de Saint-Exupéry.
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No it wouldn't. (please don't use my awful wording though):Breeblebox wrote:This sounds like a nice idea. The UI to provide this option would probably be the most work.
Code: Select all
[message]
message=_"What traits for your leader?"
[option]
message=_"Strong and Resilient"
[command]
#...
[/command]
[/option]
[option]
message=_"Strong and Quick"
[command]
#...
[/command]
[/option]
#...
[/message]
Play a Silver Mage in the Wesvoid campaign.
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Sad to know that "loyal" trait is to be removed. Anyone know the reason(s) behind?
Personally I like to allow selection of traits during recruitment is because in this way, I can plan more carefully the defense moves. A resilient and strong unit can usually live one more turn compared to others; a quick unit can reach a village one turn less. These can result in creating more units. Stronger units can deliver a killing blow and thereafter, being shield by resilient units. My personal thumb of rule is -- minimise units to be killed within a move. As long as they can escape and get healed, chances are, the game can be won.
Personally I like to allow selection of traits during recruitment is because in this way, I can plan more carefully the defense moves. A resilient and strong unit can usually live one more turn compared to others; a quick unit can reach a village one turn less. These can result in creating more units. Stronger units can deliver a killing blow and thereafter, being shield by resilient units. My personal thumb of rule is -- minimise units to be killed within a move. As long as they can escape and get healed, chances are, the game can be won.
Because the benefit of the trait in campaigns is unbalancing (makes the game easier than intended and it's too good compared to the other traits).partydelights wrote:Sad to know that "loyal" trait is to be removed. Anyone know the reason(s) behind?
Sure.. but it would also result in a much more predictable, and IMHO boring, game.partydelights wrote: Personally I like to allow selection of traits during recruitment is because in this way, I can plan more carefully the defense moves. A resilient and strong unit can usually live one more turn compared to others; a quick unit can reach a village one turn less. These can result in creating more units. Stronger units can deliver a killing blow and thereafter, being shield by resilient units. My personal thumb of rule is -- minimise units to be killed within a move. As long as they can escape and get healed, chances are, the game can be won.
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-Antoine de Saint-Exupery
-Antoine de Saint-Exupery
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[quote="Na'enthos"][quote="partydelights"]Sad to know that "loyal" trait is to be removed. Anyone know the reason(s) behind?[/quote]
Because the benefit of the trait in campaigns is unbalancing (makes the game easier than intended and it's too good compared to the other traits).
[quote="partydelights"]
Personally I like to allow selection of traits during recruitment is because in this way, I can plan more carefully the defense moves. A resilient and strong unit can usually live one more turn compared to others; a quick unit can reach a village one turn less. These can result in creating more units. Stronger units can deliver a killing blow and thereafter, being shield by resilient units. My personal thumb of rule is -- minimise units to be killed within a move. As long as they can escape and get healed, chances are, the game can be won.[/quote]
Sure.. but it would also result in a much more predictable, and IMHO boring, game.[/quote]
Sounds reasonable. Thanks and good point.
Because the benefit of the trait in campaigns is unbalancing (makes the game easier than intended and it's too good compared to the other traits).
[quote="partydelights"]
Personally I like to allow selection of traits during recruitment is because in this way, I can plan more carefully the defense moves. A resilient and strong unit can usually live one more turn compared to others; a quick unit can reach a village one turn less. These can result in creating more units. Stronger units can deliver a killing blow and thereafter, being shield by resilient units. My personal thumb of rule is -- minimise units to be killed within a move. As long as they can escape and get healed, chances are, the game can be won.[/quote]
Sure.. but it would also result in a much more predictable, and IMHO boring, game.[/quote]
Sounds reasonable. Thanks and good point.
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That's a really good idea. I'm not sure how well balanced the choices would be, though..."Intelligent" would almost never get chosen on its own. Everyone would pick Strong fighters, Quick scouts, and Resilent mages. I guess the question is, does the trait distribution need to stay even to keep the game balanced?
Usque adeone mori miserum est? After all, there's always a continue...
... maybe. Were we not given the option for 2 random traits (which is not on the table), I would certainly mix in some resilient fighters for flank protection. Intelligent mages would get to the good part of their lifetimes much quicker; quick ones would be able to keep pace better and we don't rely much on their toughness to begin with. Sometimes I'd want resilient or strong scouts (to win in a scout skirmish, esp. against a quick enemy scout). Sometimes quick fighters (get that 5 move up to 6 so it can move through a mass of 2-cost or 3-cost terrain much faster), but not usually, I suppose.stillnotelf wrote:Everyone would pick Strong fighters, Quick scouts, and Resilent mages.
It would let you sub-specialize within the unit type a little bit -- in a controlled fashion.
I guess this choice would be more significant and useful if there were at least 5 traits again so you would not have such a good chance of getting the trait you wanted without having to give up the bonus of the second trait.