Topic: Additional abilites for ships
WorldSavior![]() Topic Opener |
Posted at:
2019-04-16, 20:35 UTC+2.0
At the other hand, you can put a huge army into the port which will defend it automatically, so I'm wondering if ports will not be to hard to take down.
But no automatically scouting like a scout does
I don't see why a port has to be necessary for scouting ships... Wanted to save the world, then I got widetracked ![]() ![]() |
kaputtnik![]() |
Posted at:
2019-04-16, 21:18 UTC+2.0
Hm.. can you clarify what scouting of ships means? Navigate randomly around? ![]() ![]() |
WorldSavior![]() Topic Opener |
Posted at:
2019-04-16, 21:27 UTC+2.0
As I told, the ship could move like a scout, but without time limit. Maybe it shouldn't target military buildings like the scout does now, though. Wanted to save the world, then I got widetracked ![]() ![]() |
GunChleoc![]() |
Posted at:
2019-04-17, 07:26 UTC+2.0
We could man a ship with some soldiers instead of the usual port building expedition and have it as a scout. The player would decide how many soldiers to put on board. There would have to be a maximum capacity of course, just like there would be for the port garrisons. We could have a "keep scouting" button where the ship will keep circumventing an island and not stop once it's finished. We already have the pathfinder for that.
Edited:
2019-04-17, 07:26 UTC+2.0
Busy indexing nil values ![]() ![]() |
kaputtnik![]() |
Posted at:
2019-04-17, 08:50 UTC+2.0
Can you give an example when this will be useful and not covered by a normal scout? In my opinion ships in scouting mode should not be costless. I can imagine having an additional message for expedition ships: 'Enemy found'. So one can ship along the coast trying to find a free port space. Or/and it should be possible to stop navigating. So one can stop an expedition ship at an important place, e.g. to see the enemies action. ![]() ![]() |
WorldSavior![]() Topic Opener |
Posted at:
2019-04-18, 01:33 UTC+2.0
Yes: When there is water. If you have a ship this is always the case, and scouts cannot swim - as far as I know
Ships are already expensive, and if you have an expedition, navigating the ships doesn't coast any resources. So my humble opinion is that the mode could be costless.
All of that is possible
Edited:
2019-04-18, 01:33 UTC+2.0
Wanted to save the world, then I got widetracked ![]() ![]() |
JanO![]() |
Posted at:
2019-04-18, 08:31 UTC+2.0
Perhaps do it like for earthbound scouts. Let scouting ships consume food. The more soldiers go onto the ship, the more food is consumed. Once the amount of food on the ship is down to zero, the ship stops scouting automatically and goes back to either the nearest friendly port or the port where it was send out to scout from. ![]() ![]() |
Nordfriese![]() |
Posted at:
2019-04-19, 20:03 UTC+2.0
The ability to have an expedition ship sailing around already is like a scouting mode, I don´t see the need to have more. Having to build a port and set aside the wares for the expedition before being able to scout with the ship is not asking too much IMHO. +1 for a "scouting mode" button that toggles whether the ship stops at port spaces. In my opinion, it is pointless to consider implementation details for attack-by-sea from the point of view of how to use ships as scouts… ![]() ![]() |
teppo |
Posted at:
2019-04-20, 10:50 UTC+2.0
This would be nice indeed:
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GunChleoc![]() |
Posted at:
2019-04-20, 13:11 UTC+2.0
The AI has some ship scouting code that could be used as a starting point for this. Busy indexing nil values ![]() ![]() |