new idea : unit experience: 6/26/2015 10:05:54 |
Carolus
Level 30
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That sounds awesome and add your idea for units the Cavalry Infantry and the anti-something would be glorious.
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new idea : unit experience: 6/26/2015 10:11:08 |
l4v.r0v
Level 59
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Implementing this, even as an optional feature, would require what essentially amounts to a reworking of game mechanics. Right now, I'm going to presume that Fizzer doesn't have a class specific to armies and doesn't store armies as anything more complicated than integers. To implement this, he would have to store armies in their own class and then totally change the way combat works.
Unless the combat mechanics are the same as Risk the board game, I think the calculations for an attack aren't done army-by-army- think of how long that would make 1000-army attacks take against substantial defences.
Beyond that... it's just a bad idea. I don't see why you're interested in making Warlight much more complicated and much less predictable and strategy-based. It's a game about calculated risk and making good decisions with limited information, and that sort of setup only works when the information is simple enough to be understood and quickly analyzed, not when something wacky like this is going on in the game.
If you want a shitty game like that, then go play AtWar or something. Let Warlight be the basic, sane strategic game.
Edited 6/26/2015 10:11:43
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new idea : unit experience: 6/26/2015 11:12:10 |
Kain
Level 57
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I am afraid that knyte is perfectly right
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new idea : unit experience: 6/26/2015 12:13:43 |
Castle Bravo
Level 56
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I like this idea.
"If there's a will, there's a way."
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new idea : unit experience: 6/26/2015 12:27:01 |
Richard Sharpe
Level 59
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As Knyte said, terrible idea. Far too complex and complicated. Not only would it require a whole lot of new code to handle the armies discretely but it would also require a whole new user interface/graphical representation. How are you going to display a stack with ten different army types in it? And how is the user supposed to be able to accurately assess kill/defense rates if each unit has a different value? You'd have to rely solely on the analyze tool and would not be able to do the calculations in your head as you can do now.
Also, how is it determined which armies die in an attack when using a mixed stack? Do the veterans die first or do the raw recruits?
And how is veteran status earned? If it is simply through surviving an attack, why not have a teammate (or a friend/ally in FFAs) throw 1 army at your stack of 50... get 49 veterans for the cost of 1 army?
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new idea : unit experience: 6/26/2015 19:26:32 |
M. Poireau
Level 57
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I agree with knyte and Richard Sharpe.
While the idea of having "veteran" armies is interesting, it would have to work alongside with some kind of weird no-split mode which also doesn't allow you to *combine* armies. I don't think that would work in Warlight.
It could also really unbalance the game in the direction of the winner, which is generally not good game design.
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