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Topic: Restless soldiers in the training camp...

JanO
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Posted at: 2020-04-03, 08:39

Nordfriese wrote:

What could be done fairly easily would be that the trainingsite requests soldiers who have already been partly trained by other sites, and if it doesn't get any for a while then it also accepts rookies

As an option I would like that. As a second option I would like, similar to 'don't change anything' in other military sites, the possibility to simply turn off the kick-out algorithm for the trainingsite.


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Nordfriese
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Posted at: 2020-04-03, 09:09

So let's give the milsites a third button "no exchanging", and also give trainingsites the same three buttons to prefer rookies/heroes/any (default any) plus a checkbox whether soldiers will be kicked out after a while (default on)? +1


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hessenfarmer
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Posted at: 2020-04-03, 09:52

Nordfriese wrote:

So let's give the milsites a third button "no exchanging", and also give trainingsites the same three buttons to prefer rookies/heroes/any (default any) plus a checkbox whether soldiers will be kicked out after a while (default on)? +1

For me this is at least worth to try if it is not to much work.


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the-x
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Posted at: 2020-04-03, 10:35

hessenfarmer wrote:

Nordfriese wrote:

So let's give the milsites a third button "no exchanging", and also give trainingsites the same three buttons to prefer rookies/heroes/any (default any) plus a checkbox whether soldiers will be kicked out after a while (default on)? +1

For me this is at least worth to try if it is not to much work.

+1 sounds nice

+1 also a checkbutton for games for no healing in towers


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blind3rdeye
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Posted at: 2020-04-03, 10:37

Nordfriese wrote:

So let's give the milsites a third button "no exchanging", and also give trainingsites the same three buttons to prefer rookies/heroes/any (default any) plus a checkbox whether soldiers will be kicked out after a while (default on)? +1

That kind of idea sounds alright to me. My only concern is that it could be a bit of UI overload - lots of different buttons, not totally clear exactly what they do or why you'd use them until you're an experienced player... The buttons would certainly make it smoother and easier for players to do the strategies that they are already doing through arcane micromanagement invocations - so it's probably good to streamline it. But on the other hand, weird tricks-of-the-trade are sometimes considered a part of advanced gameplay anyway. And by making it straight-forward to control this stuff, you kind of make it standard part of normal gameplay rather than an advanced edge-case strategy. (I'm already in two minds about the new controls that allow players to select specifically which units to attack with.)

In any case, I'd give a cautious +1 to this idea. But I am concerned about unnecessarily complex UI. (And totally aside from all these ideas, I think the UI of the game is not as nicely polished as the game mechanics are.)

Edited: 2020-04-03, 10:40

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Nordfriese
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Posted at: 2020-04-03, 10:57

Bug report is up: https://github.com/widelands/widelands/issues/3827

This might actually be a somewhat bigger feature than it looks like at first glance but I believe it'll be worth the effort.

the-x wrote:

+1 also a checkbutton for games for no healing in towers

???


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the-x
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Posted at: 2020-04-03, 11:09

When you start the game you can select no healing, this was forgotton somewhere and since we should not make new topics im remembering


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hessenfarmer
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Posted at: 2020-04-03, 12:20

the-x wrote:

When you start the game you can select no healing, this was forgotton somewhere and since we should not make new topics im remembering

It was not forgotten. It was not agreed.


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the-x
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Posted at: 2020-04-03, 12:31

In General when we look at concepts i am sad about that whenever someone presents a good concept, the first thing is to make this person personally down ... I think we should talk about the idea and not the person. For example I feel that all my ideas are smashed only because they are from me no matter how many new concepts they give. We shall be a society where the goal is to make this game as fun or as good as it gets and not a game where you rate ideas depending on who brings them up.

Edited: 2020-04-03, 15:11

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the-x
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Posted at: 2020-04-03, 12:38

The argument for the healing button was to make the game more diverse (your talking about the trip circle which was not agreed)


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