Topic: Realistic random events
dfTruF Topic Opener |
Posted at: 2015-02-15, 21:55
Greetings. I think that this game would have many more enthusiastic players (especially on custom maps) if Widelands provide element of realistic random events (at least optional as a custom map's feature, expressed in probability) such as: famine, crop failures, building fires, accidents in mines, transport, and at construction sites, etc. In my opinion Widelands, and any other settlers like game, is too schematic without such random events, because everything works like in rigid, predictable clock which is very unrealistic. Top Quote |
king_of_nowhere |
Posted at: 2015-02-15, 22:02
I like the schematic because it makes it predictable and so makes it more a game of skill, and especially against another human player i would never want to win or lose because a big building that was economically important got on fire. but it could be added as an option that can be tjrned off. Top Quote |
dfTruF Topic Opener |
Posted at: 2015-02-15, 22:18
Turn off some events would simply mean to set it on 0% of probability. Besides, some nasty events could be prevented by effective methods, for example many accidents with fire would happen in buildings far from water, or many accidents in mines would happen when tired workers are forced to bigger productivity for a long time. Edited: 2015-02-15, 22:22
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kaputtnik |
Posted at: 2015-02-16, 08:06
If the player could turn this of, i assume this would ever be turned off. But maybe i am wrong...
Which means, if there is fire, there has to be a fire brigade, or the carriers leaves there job and fight against the fire.
Sometimes i also think about something like you do... f.e. rain/snowfall wasn't seen in widelands. It must be a sunny place Or a story, whithin after a couple of time something happens (monsunrain (flood), heavy winter, gods hand ...) This could visual be doable with a video which starts after the given time and afterwards some economie is broken. Top Quote |
wl-zocker |
Posted at: 2015-02-16, 08:20
Natural disasters have already been discussed at Launchpad: https://bugs.launchpad.net/widelands/+bug/732747 "Only few people know how much one has to know in order to know how little one knows." - Werner Heisenberg Top Quote |
GunChleoc |
Posted at: 2015-02-16, 08:27
Maybe something like this could be modelled as a scenario in Lua, to test how players get along with it. Of course, we can't have carriers go off to fight a fire at the moment, but you could experiment with burning down buildings https://wl.widelands.org/docs/wl/reference/ Busy indexing nil values Top Quote |
dfTruF Topic Opener |
Posted at: 2015-02-16, 09:39
> *wl-zocker wrote:*
Edited: 2015-02-16, 09:56
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SirVer |
Posted at: 2015-02-16, 19:47
Hi dfTruF, welcome to the Widelands forums! What you are describing sounds more like Anno 1502 or similar games, not much like Widelands at all. I think stuff like this is great for scenarios, but it has no place in the default rules of Widelands. Besides, realisms (as you mentioned in your first post) is a terrible guiding principle for game design. And random events that affect players unevenly is a sure fire way of making a frustrating experience that feels unfair. Top Quote |
dfTruF Topic Opener |
Posted at: 2015-02-16, 20:49
I think that this is subjective aspect. Some players like element of unpredictable accidents (of course when it is balanced through proper probability and when it can be prevented by applying proper strategy). For example for me, Widelands would be much more playable with such optional feature (at least in single player random map). Top Quote |
SirVer |
Posted at: 2015-02-16, 21:32
That is also a trigger word of mine - optional means "nobody uses it". It makes the game more complicated (error prone) without adding much. I like your ideas for (multiplayer) scenarios, but not for the core game mechanics. Top Quote |