Allowing player a choice to set new recruits' attributes

Brainstorm ideas of possible additions to the game. Read this before posting!

Moderator: Forum Moderators

Forum rules
Before posting a new idea, you must read the following:
partydelights
Posts: 9
Joined: March 21st, 2005, 2:16 pm
Location: Singapore
Contact:

Allowing player a choice to set new recruits' attributes

Post by partydelights »

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
elanthis
Posts: 29
Joined: October 7th, 2004, 3:00 am

Post by elanthis »

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.
User avatar
turin
Lord of the East
Posts: 11662
Joined: January 11th, 2004, 7:17 pm
Location: Texas
Contact:

Post by turin »

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.
Well put. Traits will almost certainly remain random... although a mod of the game, where they are not, might be interesting...
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
romnajin
Posts: 1067
Joined: February 26th, 2005, 7:26 pm
Contact:

Post by romnajin »

I would like a system where you can choose traits for your leader; but not for the bulk of your army.
Sorry for the meaningless post
Breeblebox
Posts: 209
Joined: October 27th, 2004, 8:24 am
Location: New Zealand

Post by Breeblebox »

romnajin wrote:I would like a system where you can choose traits for your leader; but not for the bulk of your army.
This sounds like a nice idea. The UI to provide this option would probably be the most work.
Bear, as in Fozzy,Bare, as in Arms,Beer, as in Free.
Distro | Browser
Glowing Fish
Posts: 855
Joined: October 3rd, 2004, 4:52 am
Location: Portland, OR
Contact:

Post by Glowing Fish »

In a campaign, I would choose all my units as "Loyal".
Actually, I do that in TRoW right now, using the UI of "save and reload"
Hey, if you aren't cheating,,,you aren't trying.
ott
Inactive Developer
Posts: 838
Joined: September 28th, 2004, 10:20 am

Post by ott »

Glowing Fish wrote:In a campaign, I would choose all my units as "Loyal".
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).
This quote is not attributable to Antoine de Saint-Exupéry.
Invisible Philosopher
Posts: 873
Joined: July 4th, 2004, 9:14 pm
Location: My imagination
Contact:

Post by Invisible Philosopher »

Breeblebox wrote:This sounds like a nice idea. The UI to provide this option would probably be the most work.
No it wouldn't. (please don't use my awful wording though):

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]
Note that currently leaders have no traits, so any kind of trait-giving to them would make them more powerful.
Play a Silver Mage in the Wesvoid campaign.
partydelights
Posts: 9
Joined: March 21st, 2005, 2:16 pm
Location: Singapore
Contact:

Post by partydelights »

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.
Na'enthos
Posts: 401
Joined: June 13th, 2004, 8:02 pm
Location: Netherlands

Post by Na'enthos »

partydelights wrote:Sad to know that "loyal" trait is to be removed. Anyone know the reason(s) behind?
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: 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.
Sure.. but it would also result in a much more predictable, and IMHO boring, game.
He who would travel happily must travel light.
-Antoine de Saint-Exupery
partydelights
Posts: 9
Joined: March 21st, 2005, 2:16 pm
Location: Singapore
Contact:

Post by partydelights »

[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.
romnajin
Posts: 1067
Joined: February 26th, 2005, 7:26 pm
Contact:

Post by romnajin »

Edit the post so your quotes come out correctly.
Sorry for the meaningless post
User avatar
drachefly
Posts: 308
Joined: March 23rd, 2005, 6:01 pm
Location: Philadelphia, PA

Post by drachefly »

One could have the option to pick ONE trait, but then the unit will only get that one trait, instead of two. Control vs. overall power.
stillnotelf
Posts: 131
Joined: March 1st, 2005, 9:03 pm
Location: Uncertain Velocity: Known

Post by stillnotelf »

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...
User avatar
drachefly
Posts: 308
Joined: March 23rd, 2005, 6:01 pm
Location: Philadelphia, PA

Post by drachefly »

stillnotelf wrote:Everyone would pick Strong fighters, Quick scouts, and Resilent mages.
... 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.

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.
Post Reply