Cost for recall
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Cost for recall
The cost for a recall is fixed in the game (20) and independant of the unit. That means that it's very advantageous for expensive units but not for cheap units (excepts those with XP).
I suggest a proportional cost to initial cost plus a value which depends on the XP/rank of the unit.
For example:
recall a horseman with 0 XP: 0.5 * (28 ) + 0 = 14
recall a elvish archer with 30 XP: 0.5 * (22) + 0.2*(30) = 17
I suggest a proportional cost to initial cost plus a value which depends on the XP/rank of the unit.
For example:
recall a horseman with 0 XP: 0.5 * (28 ) + 0 = 14
recall a elvish archer with 30 XP: 0.5 * (22) + 0.2*(30) = 17
Well, the main idea of recall is to use it to get back your powerful units from the previous scenario. If you want weaker units, you should recruit them.
However I do agree that having players recruit a whole heap of mages or horsemen at the end of a level so they can get them back cheaply next level is not something we want.
Originally (version 0.1) recall cost nothing at all, but you could only recall units of level 2 or higher.
It was decided that it'd be nice if you had a unit that was part way to advancing, but was still on level 1, if you could get it back. The problem was that a player could just recruit many units in a level, and recall them all very quickly next level, and overwhelm the level very quickly with many units.
The 20 gold 'tax' on recalls is meant to hinder this tactic, and to prevent players from being able to recall too many units.
I think I may further solve the problem by making it that level 1 units with 0 experience cannot be recalled - you should recruit such units, not recall them.
I am also considering adding a unit trait, 'loyal'. Units that are loyal would have something like half the cost to recall, and no maintenance cost.
David
However I do agree that having players recruit a whole heap of mages or horsemen at the end of a level so they can get them back cheaply next level is not something we want.
Originally (version 0.1) recall cost nothing at all, but you could only recall units of level 2 or higher.
It was decided that it'd be nice if you had a unit that was part way to advancing, but was still on level 1, if you could get it back. The problem was that a player could just recruit many units in a level, and recall them all very quickly next level, and overwhelm the level very quickly with many units.
The 20 gold 'tax' on recalls is meant to hinder this tactic, and to prevent players from being able to recall too many units.
I think I may further solve the problem by making it that level 1 units with 0 experience cannot be recalled - you should recruit such units, not recall them.
I am also considering adding a unit trait, 'loyal'. Units that are loyal would have something like half the cost to recall, and no maintenance cost.
David
Sounds great. Maybe when unit gains level there is chance (1 of 10?) that it becomes a loyal unit - when you fight side by side a bond is created...Dave wrote:I am also considering adding a unit trait, 'loyal'. Units that are loyal would have something like half the cost to recall, and no maintenance cost.
Hiring a new unit that is immediately loyal sounds a bit weird to me.
- Miyo
I was talking about making it another trait that a unit gets when it's created, like strong and intelligent.
I think that some people would be loyal soon after being hired, especially if it were to a cause as honorable as Konrad's
I do want to look at making it that different types of units are more likely to have different traits. Orcish units are more likely to have traits like "brutal".
Another trait I'm considering is 'lucky'. Lucky units would have something like 20% less chance to be hit for any hit that would kill them. The main problem I can see with this though, is that many human players would not highly value the lucky trait among their own units, but would HATE lucky enemies.
More/different suggestions for traits are welcome.
Making a chance of a unit becoming loyal after remaining with you for a while is a good and orthoganal idea, I'll consider implementing it.
Something else that I'm looking into doing is making it that after advancing to the highest level, a unit can continue to improve by gaining new skills. E.g. an Elvish Champion might be changed to need 100xp to advance. When it 'advances', you get asked which area you want your champion to improve in... strength -> more damage, endurance -> more hitpoints, speed -> more movement, initiative -> 'first strike'* ability, etc.
The champion would then need 200 xp to get to choose another area to improve in (it couldn't choose the same area again), and 300xp for the third time, and so forth.
That way, there would still be some, limited, ways for you to get experience and improve units that are otherwise at the highest level.
Now this is getting a little off the topic of the original suggestion!
David
* the 'first strike' ability is a not-yet-implemented ability that fmunoz suggested to me a while ago - it means that a unit always gets to strike first, even when it's defending.
I think that some people would be loyal soon after being hired, especially if it were to a cause as honorable as Konrad's
I do want to look at making it that different types of units are more likely to have different traits. Orcish units are more likely to have traits like "brutal".
Another trait I'm considering is 'lucky'. Lucky units would have something like 20% less chance to be hit for any hit that would kill them. The main problem I can see with this though, is that many human players would not highly value the lucky trait among their own units, but would HATE lucky enemies.
More/different suggestions for traits are welcome.
Making a chance of a unit becoming loyal after remaining with you for a while is a good and orthoganal idea, I'll consider implementing it.
Something else that I'm looking into doing is making it that after advancing to the highest level, a unit can continue to improve by gaining new skills. E.g. an Elvish Champion might be changed to need 100xp to advance. When it 'advances', you get asked which area you want your champion to improve in... strength -> more damage, endurance -> more hitpoints, speed -> more movement, initiative -> 'first strike'* ability, etc.
The champion would then need 200 xp to get to choose another area to improve in (it couldn't choose the same area again), and 300xp for the third time, and so forth.
That way, there would still be some, limited, ways for you to get experience and improve units that are otherwise at the highest level.
Now this is getting a little off the topic of the original suggestion!
David
* the 'first strike' ability is a not-yet-implemented ability that fmunoz suggested to me a while ago - it means that a unit always gets to strike first, even when it's defending.
Maybe when unit advances a level player good choose one ability to enhance? (of course you would have to tune template levels down a bit to keep the balance): more strikes, more strenght, faster moving, more hitpoints...Dave wrote: The champion would then need 200 xp to get to choose another area to improve in (it couldn't choose the same area again), and 300xp for the third time, and so forth.
- Miyo
Coward - when unit has lost 1/2 of its HP it will panic and flee (move opposite direction from nearest enemy, possibly in the hands of other enemies).Dave wrote:More/different suggestions for traits are welcome.
Fearsome - enemy units next to fearsome unit might panic and flee.
Courage - unit does not panic/flee.
Maybe fear/morale/panic should be implemented anyway. If there are no friendly units anywhere near and number of horders are approacing -> time for a courage check.
- Miyo
I think the best I can do without a fairly great deal of work at the moment is to have one sorting criteria that is applied (non-configurable).
I've implemented a fix which is to sort units by their level, and then by their cost. If you think the sorting criteria should be something other than this please let me know.
David
I've implemented a fix which is to sort units by their level, and then by their cost. If you think the sorting criteria should be something other than this please let me know.
David
I would rather have them sorted by: level, unit class, move, exp.
How about that table so you could see unit, level, move, hitpoints and traits all at glance?
Any possibility for multi-selection... click to select/deselect and press recall to... recall. If there are not enough free slots for selected recalls make the recall-button inactive (gray?).
- Miyo
How about that table so you could see unit, level, move, hitpoints and traits all at glance?
Any possibility for multi-selection... click to select/deselect and press recall to... recall. If there are not enough free slots for selected recalls make the recall-button inactive (gray?).
- Miyo