Topic: Naval warfare rethought
hessenfarmer |
Posted at: 2023-09-27, 17:39
I hope to be able to test this tonight.
therefore I suggested to add iron and/or gold to the cost, which will make you think whether you spend this for soldiers or for warships.
it is definitly too strong now. I like the concept of reducing randomness and increasing strength. but with a factor of only 4 instead of 20 we still would require 2 succesful hits rather then only 1. so with a kMaxMultiplier of or 5 (as we still will not have the max values from the description due to randomness)) this could perhaps be the base for the next tournament round.
Well, as cost was only one part of the problem and micromanagement was the other I would love to not have to refit every ship manually. Having them in the shipyard and adhering to some "economy setting" would have solved that. If we keep the port refit we need some auto refit mechanism based on targets as well. In this case it does not matter to me where the warship will be created and how. Top Quote |
Nordfriese |
Posted at: 2023-09-27, 21:43
I made another branch implementing a refitting cost: https://codeberg.org/wl/widelands/pulls/4509 Now that I have tried it I am certain that this is a good way to go. The refitting costs can be discussed (currently 4 iron, 4 wood, 2 cloth, no gold), but IMO a high refit cost would solve the problem of too-cheap naval warfare without requiring soldiers. +1 for the concept of auto-refitting based on a fleet target. This could be added, but better in a separate branch afterwards to avoid PR bloat and merge conflicts. Top Quote |
hessenfarmer |
Posted at: 2023-09-27, 22:44
As the first branch is now compiling, just my first impressions from Code Review. With these assumptions both concepts would probably solve the most urgent critics. shipyard concept:pros
cons
refit concept:pros
cons
so based on this list ( which may be adjusted based on discussion of course) what is exactly the reason you prefer the refit concept over the shipyard concept? Top Quote |
tothxa |
Posted at: 2023-09-28, 00:09
Actually repair could be better implemented with the shipyard concept: Ships sent for repair would go to a shipyard interface, then turn into a warship construction site with the completion and required wares set proportionally to the current health. (onboard soldiers would either be remembered by the construction site, returned to a port first, or just let go at the construction site, which is supposedly near an economy with a warehouse where they can go) Top Quote |
tothxa |
Posted at: 2023-10-01, 00:29
They have one building enhancement (tower→high tower), so that part should be fine. To skip worker experience, we may consider making the warshipyard enhancement more expensive for Atlanteans. @Nordfriese: Warshipyard costs can delay warship production as well as or even better than requiring ports. Top Quote |
tothxa |
Posted at: 2023-10-01, 00:36
I have a PR with a proposal to involve soldiers in the defence of a ship in naval battles. Though the main purpose from my POV is that with this change invasion soldiers start with reduced health if their ship has to fight through naval defences. So it makes defending warships more useful for the player with the smaller warfleet too. This is meant in addition to @Nordfriese's attack bonus tweaks. Edited: 2023-10-01, 00:37
Top Quote |
tothxa |
Posted at: 2023-10-17, 10:37
(sorry for pushing this) Re https://www.widelands.org/forum/post/41069/
With the warshipyard concept this could be done simply by disabling the warshipyard building type. I've already thought of this in the context of campaigns. We have a few scenarios with seafaring, and naval warfare would affect the balance in these. I'm most concerned about emp03 and atl02, which would become very hard for the player if AI naval attack on ports were implemented. Top Quote |
Nordfriese |
Posted at: 2023-10-17, 11:34
Well, I think we have pretty much reached a stalemate with too many mutually incompatible suggestions… I agree with kaputtnik's post that we should not delay the next release indefinitely. If we stuck to the yearly release plan v1.2 would already be out, and we're not even approaching a feature freeze yet. A first-snow freeze in early December and release in February would be desirable, but right now I can't yet tell if that's realistic. Naval warfare is the only blocker left. So how about we only pull out the soldier bonus changes, and add a game flag to disable naval warfare like we have for diplomacy. Currently, deactivating the refit function is all it will take for this. And defer any further conceptual changes to v1.3. I would then focus on getting the warships graphics branch ready and quickfixing the bugs left in ToDo state. Those and a tutorial and basic AI handling are all remaining points that are really release-critical. Top Quote |
hessenfarmer |
Posted at: 2023-10-17, 12:18
Having a flag to enable it in this experimental state. And disabling it for default sounds like a good idea. We should add some explanation that this is beta and might undergo serious redesign in the release notes in this case. Top Quote |
tothxa |
Posted at: 2023-10-29, 04:21
I created a proof of concept implementation for another possible mechanism of refitting at ports, by reusing and extending the expedition code. PR is up at CB#4543/GH#6201 Top Quote |