Day and Night turn

Do you have suggestions or ideas for improvement, post them here and we will them out.

Day and Night turn

Postby Horyu » Sun Nov 11, 2012 12:38 am

I would wish to see game turn offer day and night turn. Units attribute and bonus may adjust during turns.

eg
a) On day turn, ghost will reduce speed movement point from 20 to 10. While regain speed movement point of 20 back at night.
b) On day turn, crusader may add + 5 attack. Lost the +5 attack at night turn.
c) On day turn, demon lost flyer . Regain flyer at night turn.
Horyu
 
Posts: 60
Joined: Sun Oct 17, 2010 10:12 am

Re: Day and Night turn

Postby smursh » Sun Nov 11, 2012 12:56 am

Interesting idea. I had also been thinking of asking about adding a random weather feature to the game. Perhaps a 15% chance for bad weather on any given turn.

Bad weather effects:
Reduce vision of all units by 1.
Increase movement cost by 1.

Some units such as the yeti or worm might get negate weather so they would be unaffected.
smursh
 
Posts: 437
Joined: Sat Dec 24, 2011 4:05 am

Re: Day and Night turn

Postby KGB » Sun Nov 11, 2012 1:17 am

I've had this on the wish list for Warlords 5 and talked about it with SnotlinG/Piranha in some private emails a while back and I think a year or so ago it was talked about on this forum as well.

Day/Night: You can't have a Day/Night turn. That doesn't make sense on a time scale because it would mean that 1 turn = 1 day and no way can you rebuild cities/train armies etc in 1 day. Instead what I have suggested is that the defender has chosen the terrain (where he is) but the attacker should chose the time of the attack (day/night). Each unit would then have bonus's for Day/Night/Neutral (no penalty). So men for example would have negative attack values at night (lack of sight) but Orcs would have a bonus there type thing. Flying units and AA units would also get negatives (they can't see to fly / shoot) other than bats (which is what crows should really be) and demons. The attacker then selects day or night for the attack.

Weather: Same as Day/Night. Doesn't make sense, you'd just wait 1 or 2 days to attack until the weather changes. Again what I suggested is giving an actual time period to turns (say 2 weeks or 1 month). Then as the months go by you can have actual seasons and in the winter snow would naturally increase, rivers (shallow water/shore lines) would freeze solid allowing units to walk on them as snow etc. This one is a lot more complex because the map has to become dynamic in terms of changing during seasons (swamps become more impassible and require more move points in the spring during the rainy season).

KGB
KGB
 
Posts: 3030
Joined: Tue Feb 16, 2010 12:06 am

Re: Day and Night turn

Postby Horyu » Sun Nov 11, 2012 3:07 am

KGB wrote:I've had this on the wish list for Warlords 5 and talked about it with SnotlinG/Piranha in some private emails a while back and I think a year or so ago it was talked about on this forum as well.

Day/Night: You can't have a Day/Night turn. That doesn't make sense on a time scale because it would mean that 1 turn = 1 day and no way can you rebuild cities/train armies etc in 1 day. Instead what I have suggested is that the defender has chosen the terrain (where he is) but the attacker should chose the time of the attack (day/night). Each unit would then have bonus's for Day/Night/Neutral (no penalty). So men for example would have negative attack values at night (lack of sight) but Orcs would have a bonus there type thing. Flying units and AA units would also get negatives (they can't see to fly / shoot) other than bats (which is what crows should really be) and demons. The attacker then selects day or night for the attack.

Weather: Same as Day/Night. Doesn't make sense, you'd just wait 1 or 2 days to attack until the weather changes. Again what I suggested is giving an actual time period to turns (say 2 weeks or 1 month). Then as the months go by you can have actual seasons and in the winter snow would naturally increase, rivers (shallow water/shore lines) would freeze solid allowing units to walk on them as snow etc. This one is a lot more complex because the map has to become dynamic in terms of changing during seasons (swamps become more impassible and require more move points in the spring during the rainy season).

KGB


I may suggest use real time to solve this issue mostly like DotA (Defense of the Ancients) are using RTS for unit production. 1 turn is 12 hrs day and 12 hrs night. 24 hrs timeframe to build a crow. while city wall may take 24 hrs -72 hrs to upgrade to max. Where stack move are base on the slowest will march order according to time. Units are set to march from one point to another point are calculated by time. There is no retreat once the march order has given. Fight will commence on the time (day or night) on destination. There will be pre-warning invasion message on time to opponent city. For scout may work abit different. Scout will need to have go and return time togather from friendly city to enemy city.
Horyu
 
Posts: 60
Joined: Sun Oct 17, 2010 10:12 am

Re: Day and Night turn

Postby KGB » Sun Nov 11, 2012 4:41 am

Horyu,

But Warbarons is not an RTS game taking place on a tiny map. It's a turn based strategy game taking place on maps that are hundreds and maybe thousands of miles in size (Illuria, Middle Earth, Westros). Units can't travel 30-40 miles attack and conquer a city then move travel 30-40 miles at attack and conquer another city all in the course of 12 hours (1 turn). Yet this is exactly what takes place during a Warbarons turn and thus the need for 1 turn to take on the order of weeks.

This is why the only reasonable way to have day/night is to allow the attacker to chose the time of day that the attack takes place.

KGB
KGB
 
Posts: 3030
Joined: Tue Feb 16, 2010 12:06 am

Re: Day and Night turn

Postby Chazar » Mon Nov 12, 2012 9:09 pm

KGB wrote:Day/Night: You can't have a Day/Night turn. That doesn't make sense on a time scale because it would mean that 1 turn = 1 day and no way can you rebuild cities/train armies etc in 1 day. Instead what I have suggested is that the defender has chosen the terrain (where he is) but the attacker should chose the time of the attack (day/night). Each unit would then have bonus's for Day/Night/Neutral (no penalty). So men for example would have negative attack values at night (lack of sight) but Orcs would have a bonus there type thing. Flying units and AA units would also get negatives (they can't see to fly / shoot) other than bats (which is what crows should really be) and demons. The attacker then selects day or night for the attack.

+1 great idea! :)

The choice gives an advantage to the attacker, thus making the overall game more aggressive - less turtling - good!
Chazar
 
Posts: 670
Joined: Tue Feb 28, 2012 7:51 pm

Re: Day and Night turn

Postby Horyu » Sun Dec 02, 2012 1:29 am

KGB wrote:Horyu,

But Warbarons is not an RTS game taking place on a tiny map. It's a turn based strategy game taking place on maps that are hundreds and maybe thousands of miles in size (Illuria, Middle Earth, Westros). Units can't travel 30-40 miles attack and conquer a city then move travel 30-40 miles at attack and conquer another city all in the course of 12 hours (1 turn). Yet this is exactly what takes place during a Warbarons turn and thus the need for 1 turn to take on the order of weeks.

This is why the only reasonable way to have day/night is to allow the attacker to chose the time of day that the attack takes place.

KGB


KGB,

Since you have mentioned our game is a large map which calculate in thousands of miles. We can spit the map into region and shroud a certain region for night event and move westward direction. This appear more realistic like real world we live in. As for weather like storm and heavy snow may apply in one region since this weather can last for weeks also.
Last edited by Horyu on Tue Dec 04, 2012 8:44 am, edited 1 time in total.
Horyu
 
Posts: 60
Joined: Sun Oct 17, 2010 10:12 am

Re: Day and Night turn

Postby Jeremy » Mon Dec 03, 2012 6:08 pm

Don't bother with Day/Night. It may be cool, but complexity for the sake of complexity is not a good thing.
Jeremy
 
Posts: 214
Joined: Thu Dec 09, 2010 3:51 pm

Re: Day and Night turn

Postby Negern » Mon Dec 03, 2012 10:40 pm

I agree with Jeremy. Same goes for winter, spring etc. It would be even harder to make playable maps if things like freezing rivers etc would have to be taken into account.
Negern
 
Posts: 345
Joined: Sat Nov 27, 2010 3:57 pm

Re: Day and Night turn

Postby KGB » Tue Dec 04, 2012 12:07 am

Negern,

Why would it make making playable maps harder? It's up to the players to adjust to changing seasons and what it means. Not up to the map maker to take that into account. Freezing rivers are the same for all players. In any case day-night/seasons can be a game option but I suspect most players will play with it 'on' just as I can't recall the last time I saw/played in a non-FOW game despite many players pleading for that option thinking that FOW made the game too hard/complex.

IMHO, the game at the moment is still too static and in 95% of the games is reduced to a 'city race' because there very little else for players to do/adjust to beyond the city race which on many maps is further reduced by the abundance of mirror maps (hence the request by many players for a random map maker).

KGB
KGB
 
Posts: 3030
Joined: Tue Feb 16, 2010 12:06 am

Next

Return to Wish list

Who is online

Users browsing this forum: No registered users and 18 guests

cron
Not able to open ./cache/data_global.php