TaurusRex Joined 14/06/2002 Posts : 9462
| Posted : Tuesday, 7 October 2008 - 19:54 Requiem has mentioned that this will be coming in the new version (i.e. not that the details have been made clear yet); but if you are suggesting this because you have the idea that we could produce more of them with the new system, that may not be so if they would be equal to a ten stack.
However, I have an idea that I've been kicking around in my head that could also be built around one pops of perhaps normal stats+ say some % of the norm and I'll start another suggestion for it.
rex Last Edited : Tuesday, 7 October 2008 - 19:56 | vikingo Joined 5/12/2003 Posts : 84
| Posted : Wednesday, 8 October 2008 - 13:49 well a 10 pop stack is not the same as 1 pop troop, when you kill half of the stack the army attacks with half power, with 1 pop armies always will attack at the same rate.
| | Harold1 DoCJoined 21/04/2007 Posts : 1977
| Posted : Wednesday, 8 October 2008 - 15:02 All the elements of a 10 pop would stay ,ie as it dies its attack/ deff would srink as it does now, The only diff would be that a `zero` will disapear from the figure on the maps
| | LOD Joined 13/12/2001 Posts : 5703
| Posted : Wednesday, 8 October 2008 - 15:59 But how do you transfer if there are only one pops? A high lvl troop can't be saved if only 1 pops are allowed. I guess some kind of hospitalbuilding could work as well thou. Last Edited : Wednesday, 8 October 2008 - 16:01 | Nebuchadnezer DoCJoined 9/06/2005 Posts : 3017
| Posted : Wednesday, 8 October 2008 - 16:05 Last Edited : Sunday, 16 November 2008 - 00:24 | Harold1 DoCJoined 21/04/2007 Posts : 1977
| Posted : Wednesday, 8 October 2008 - 16:24 Healing is a good idea , add a `heal` tab to the troop info bar like the deff tab ,and a % of healing could be given in place of movement/ att... This could become a `healing tech` where the % increases by a % per tech ie 5%+5%+5%
If not this idea, you could transfer as now but you would be told yes or no depending on how much `life `the troops transfering have
ie two troops with total `life` less or equal to 100% of max life could transfer
two troops with `life` greater than max life cannot transfer
Last Edited : Wednesday, 8 October 2008 - 16:34 | Requiem [R]Joined 3/02/2000 Posts : 4882
| Posted : Wednesday, 8 October 2008 - 16:34 in a 1pop system troops would slowly auto-heal. there would also be healer troops and buildings | | TaurusRex Joined 14/06/2002 Posts : 9462
| Posted : Wednesday, 8 October 2008 - 16:55 That sounds like a preview of coming attractions of the next version ... I see no benefit of one-pops over ten-pops now unless they are proportionately scaled down in strength and cost and can be combined because I still think that in camps this new system may have put additional drag on troop production due to limited income.
rex | | Harold1 DoCJoined 21/04/2007 Posts : 1977
| Posted : Wednesday, 8 October 2008 - 16:57 there we are ! now I might nag about bridges again
We have always had to have the right income ie we have all been there with not enough wood for the bali in our barracks
Last Edited : Wednesday, 8 October 2008 - 16:59 | TaurusRex Joined 14/06/2002 Posts : 9462
| Posted : Wednesday, 8 October 2008 - 17:15 Yes, but we didn't have to purchase a full stack at a time that costs as much as ten units. How long will it take to afford a scout for scouting?
There is no benefit now to one-pops unless they will cost as much as a ten-pop divided by ten.
rex | | Harold1 DoCJoined 21/04/2007 Posts : 1977
| Posted : Wednesday, 8 October 2008 - 17:21 Hi Rex The way i see it is that the numbers disappear from the troops on a map, but the stats stay the same | | Requiem [R]Joined 3/02/2000 Posts : 4882
| Posted : Wednesday, 8 October 2008 - 19:55 instead of showing the POP it would show the HEALTH. That way you know at a glance how much life the unit has left.
As for costs, this is easily changable. A 1pop system could cost the same as a 10pop now, or less. We could a 1 pop unit might cost the same as 10 now, or only 5 or 7, etc... Easily changed, and so, not an issue. | | Renno Joined 23/05/2005 Posts : 1582
| Posted : Wednesday, 8 October 2008 - 20:09 10 pops are easier, less math, more fun! please forget this 1 pop thing. | | BLOODAXE Joined 14/07/2001 Posts : 549
| Posted : Wednesday, 8 October 2008 - 21:45 i'm with renno on this | | Nebuchadnezer DoCJoined 9/06/2005 Posts : 3017
| Posted : Wednesday, 8 October 2008 - 22:09 Last Edited : Sunday, 16 November 2008 - 00:25 | Biodus Joined 9/07/2005 Posts : 827
| Posted : Thursday, 9 October 2008 - 12:43 I imagine you could easily make Exp gained a function of Damage Dealt.
As for going single pops, I think this is an AWESOME idea as long as you include:
-Attack Power reduction when injured. Probably just keep it directly proportional as it currently kinda is (lose 1pop of a 10pop, stack goes to 90% power @ 9pop).
-Healing. Straight up, this would be totally kick-@ss. There are a few different ways you could go about it, could include one or more/all. ~Slow constant healing @ some desired rate. Could be a % of total health or a set number. ~A 'Recovery' button that requires the unit to use all its movement in an action to regain health (could be % or set #). Or it somehow disables the unit's attack ability for like 3 turns and reduces its movement ability. ~Healing Units. Could be that all friendly units within in x number of hexes of healing unit gain more health per turn. Could make the unit directly heal a unit; maybe have the healing unit be able to 'attack' units and do negative damage to heal them.
Some other notes/ideas on Healing units:
-I would allow it to target (and thus heal) ANY unit, friend or foe (if it has an active healing ability and not a passive one like the Com's attk bonus). This would be cool for clan games or if pplz make alliances. Players just gotta deal w/ the ZoC effects.
-I would balance it by considering the active heal like an attack. Give it a proportionally 'high' 'attack' damage and statistic, but low health and defence stat. You may also want to make it weak against ranged fire. Make sure do disable it's retalliation ability.
-If you want to make healing a little more diverse, you could have 2 kinds of healers: a 'Combat Medic' and a regular medic. The Combat Medic could have lots (I mean LOTS, like maybe 90% reduction) of ranged resistance, with average health and somewhat reduced healing strength. That way you could have the medic on/near the front line healing troops as long as its protected from enemy mele. The regular medic would be as described above and kept out of danger.
-Biodus-
P.S. If you need a quick 'new' unit image to be the medic, I suggest editing the colors on the Commandeer and using that. Like make his flag red and make his tan clothing white. Last Edited : Thursday, 9 October 2008 - 12:52 | Requiem [R]Joined 3/02/2000 Posts : 4882
| Posted : Thursday, 9 October 2008 - 15:39 "10 pops are easier, less math"
ummm, how does that figure?
1-pop is easier with less math because you dont have to multiply everything by 10 to get the results.
If it says he does 5-8 damage, he does 5-8 damage. No math involved at all. In 10-pop you have to multiply it by the troop count... 37-56 x 7pop... whats that do again??
1pop is the easiest there is. Thats why they are used in every RTS game, most TBS games, and all board/miniature games. | | Biodus Joined 9/07/2005 Posts : 827
| Posted : Wednesday, 22 October 2008 - 12:04 I would love to hear some thoughts on healing troops... at least other ideas if not discussion related to my suggestion above
-Biodus- | | Requiem [R]Joined 3/02/2000 Posts : 4882
| Posted : Wednesday, 22 October 2008 - 18:05 My thoughts were that troops would heal a % per turn IF they have not moved/attacked that turn. The % would not be huge though.
The healer troop would probably be a manual process. Almost like an attack action. So instead of attacking, it would heal a Friendly figure (friendly means it can heal Clan members in future clan games). of course these troops would be fairly poor in combat.
Healing buildings may simply improve troops normal healing % by x2. Of course they still have to not move/attack for that turn. |
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