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Topic: green flag for fish

Ron_of_Nord
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Joined: 2024-04-20, 23:43
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Posted at: Today 04:07

tothxa wrote:

Better yet, a flag (field?) action for shores to send a fisher to assess. He/she would then only examine shore nodes. However the check should probably consider all-water nodes too within the "mine" action's radius.

I like this idea to have a fisher 'discover' fish within a certain radius. The geologist would make no sense, as noted above, and I have reservations about scouts though they may be a practical alternative. My experience with scouts is somewhat limited, i admit I dont use them much.


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Nordfriese
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Posted at: Today 09:52

Sounds good, sending a fisher to look for fish makes sense.

I worry that this will clutter the flag action UI though, we already have buttons to send a geologist and a scout and now a fisher as well? Maybe we should then push all three of them into a new tab of the field action window named "Explore" or such.


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kaputtnik
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Posted at: Today 10:45

Crisis wrote:

Hi in Barbarians, if you conquer an area with water there is a big chance the fish is gone already, but not everywhere.

The problem is probably that the opponent has already fished most of the available fish. The chance for a "scouting fisher" to find a node with many fish is not that big, imho.

But i agree that this can be annoying.

Ron_of_Nord wrote:

tothxa wrote:

Better yet, a flag (field?) action for shores to send a fisher to assess. He/she would then only examine shore nodes. However the check should probably consider all-water nodes too within the "mine" action's radius.

I like this idea to have a fisher 'discover' fish within a certain radius.

Then a player has to build a fishers hut anyway? Whats the difference then of "scouting for fish" and "go fishing"?

A fishers hut is cheap and the fishers don't consume anything. Adding a functionality for a seldom use case feels a bit overkill. Like the scouts which are not used by most players, although it's use case has been improved a lot over time.

Adding a functionality "scouting fisher" should be considered well, imho.


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tothxa
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Posted at: Today 11:26

kaputtnik wrote:

Then a player has to build a fishers hut anyway? Whats the difference then of "scouting for fish" and "go fishing"?

I think it makes some sense to see whether there's a lot of fish or only the default, but indeed, the real problem is keeping track of where you've already caught all fish and where you haven't. But I guess we wouldn't want fishers to plant permanent "no more fish" signs...


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hessenfarmer
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Posted at: Today 12:16

well, I believe such a feature makes only sense if you do not have to build anything and use something similar to the geologist.
so my proposal to use a scout does not make much sense either. using a fisher to be able to wander around to find fish has some downside effects as well, as e.g. the workradius display would show the scout radius and not the actual work radius.
So the most minimalistic way to solve this is to use the geologist and rename it to be a more generalistic ressources finder. Though I do not have a good name yet.
maybe name him "explorer" might be an idea.

Anyway I still like the feature to search for remaining fish, and I already have a usecase, it would fit very well into empire 4 scenario.


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