Additional info for plunder

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Additional info for plunder

Postby Negern » Tue Nov 06, 2012 12:34 am

How about adding "(xx%)" (% of the best pillager in stack) after the "plunder"-button? It's better than having to open another game / wiki to look it up, or just click plunder and hope for the best. Plundered an elemental for 75 gold or something once. Didn't feel good! :lol:

Also, it could be nice to see which productions were plundered after the click. Not before, only after. If enemy player uses elephants, it'd be nice to know wetter the elephants are plundered or not. But it could ruin the suspense too, knowing to much about the enemies productions.
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Re: Additional info for plunder

Postby Chazar » Tue Nov 06, 2012 2:37 pm

+1 Splendid suggestions!! :)
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Re: Additional info for plunder

Postby SnotlinG » Tue Nov 06, 2012 3:46 pm

Great suggestion. Will try to get the plunder % into ver 0.9.
Dont think we will show the production plundered though, might be too much info...
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Re: Additional info for plunder

Postby Maze » Tue Nov 06, 2012 5:25 pm

Plundering: the city is still there, the income is still there and you even get money for "plundering the production facilities" but you don't know what these "production facilities" are? How do you get money for it then? From the raw materials remaining after devastating "eyes wide shut" the production facility and only the production facility?

True, it will make a difference knowing what you plundered.

Suggestion: dreadknights, barbarians, devils, elementals, elephants, demons, ... devastate without looking at what they plunder while paladins, elves, unicorns, ... not only plunder x% but also can tell what they plundered.

Also, I haven't looked at the percentages, but these should follow the same logic:
- rude, dumb, ... units should have low return for their plundering (they distroy value and get money for the raw material + do not negotiate) vs
- intelligent units get higher return from their plundering (they sell know how, finished or semi-finished goods rather than raw material, negotiate, ...)

To finish with, razing a city should follow this logic as well: the same "intelligent" units can tell what production they razed.
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Re: Additional info for plunder

Postby KGB » Tue Nov 06, 2012 6:05 pm

We'll need not only the percentage but the unit it comes from.

That way it's easy to adjust to get the best pillage unit to survive to do the pillaging. Right now I know Orcs do a great job so I put them last in the fight order but I don't recall other units off hand.

KGB
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Re: Additional info for plunder

Postby Negern » Tue Nov 06, 2012 7:20 pm

KGB wrote:We'll need not only the percentage but the unit it comes from.

That way it's easy to adjust to get the best pillage unit to survive to do the pillaging. Right now I know Orcs do a great job so I put them last in the fight order but I don't recall other units off hand.

KGB

At 50%, wolfriders and orcs are the best except for the green dragon (55%), devil (55%) and red dragon (60%).
Remember when red dragon had 95% or whatever it was! Good times! :lol:

After thinking it through a little more, I agree with Snotling about info about plundered production. Could give away too much info. And it's not impossible to decide the production if it's only one. ;) It's just to "money" x "plunder value" x "how many times the plunder value is needed for it to reach 100%".

So X unit gets plundered by a 50% unit = 100 gold. 100 x 2 (50+50% plunder value) = 200 gold = H infantry.
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Re: Additional info for plunder

Postby LPhillips » Thu Nov 08, 2012 6:47 pm

I don't see any reason why we shouldn't be able to see what we're plundering. You always could in WL2.

Maybe heroes only? Sure, there is some advantage to the player who successfully plunders his enemy's cities, but what is wrong with that? He's earned it. It's not like we don't all have the same chance at using this game mechanic.
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Re: Additional info for plunder

Postby SnotlinG » Fri Nov 09, 2012 2:41 pm

% + unit has now been added to the conqueror popup in ver 0.9 :-)

LPhillips wrote:I don't see any reason why we shouldn't be able to see what we're plundering. You always could in WL2.


Biggest reason is currently that it would require additional coding (much more so than showing the %), since the client doesnt know the production in the city I would then have to extract this on the server and return it during the plunder action. I.e. more codechanges needed for something I am not yet convinced is a good change :-)
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