Attaching Skinners/Cotters to Armies |
Post Reply
|
Page 123> |
| Author | |
Rill
Postmaster General
Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 6903 |
Post Options
Thanks(0)
Quote Reply
Topic: Attaching Skinners/Cotters to ArmiesPosted: 02 Sep 2014 at 05:56 |
|
You can do it in the way you described, although depending on the travel speed of your army your harvesters might arrive long after it does -- or occasionally and perilously if it is an NPC, beforehand.
I think people were talking about something else, having harvesters be able to stay and harvest for multiple rounds when they were sent with an army. So rather than returning home after harvesting one part per skinner, the skinners would stay there and keep harvesting.
|
|
![]() |
|
Rancor
New Poster
Joined: 31 Aug 2014 Location: US Status: Offline Points: 22 |
Post Options
Thanks(0)
Quote Reply
Posted: 02 Sep 2014 at 05:29 |
|
Okay so I am so new that I don't know the question let alone the answer.
But is there not an option to send army then go to the marketplace and send the cottars or skinners to the hex?? I am assuming that they move slower then even the pikeman so would show up after any conflict has occurred. That command should be made 10 seconds after issuing the army command so really this should not be an issue?? Or is the current game mechanic that you can not dispatch these units until there is something to harvest?? Super sorry for the late post but I was not here while the debate was going on. |
|
![]() |
|
Bastion
New Poster
Joined: 13 Aug 2010 Location: Out of my eleme Status: Offline Points: 1 |
Post Options
Thanks(0)
Quote Reply
Posted: 28 Aug 2014 at 22:04 |
|
As of right now, if I want to harvest after a slaughter, I send the troops with the 'Occupy' command, so I can come back with my Skinners and harvest things.
I would much appreciate this suggestion though, have the research include having the collectors learn to ride horses (so as not to slow down the troops) and pack their goods into caravans (larger gatherings in less time). If this were put into play, I would assume the military stays on-site while the gathering is occurring, so it's a little bit of an upgrade of the 'Occupy' mission. Edited by Bastion - 28 Aug 2014 at 22:05 |
|
![]() |
|
Toibur
New Poster
Joined: 26 Jul 2014 Status: Offline Points: 1 |
Post Options
Thanks(0)
Quote Reply
Posted: 26 Jul 2014 at 07:50 |
|
I actually think that this would be a bad idea, simply because it removes the option for aggressive 3rd party harvesters / scavengers.
I love the idea of the scavengers not being from either side of the conflict. Let the battlers battle, and let there be room for this other style of play. If you want to harvest/scavenge after your kills, then just time your groups thoughtfully.
|
|
![]() |
|
LadyLifeGrows
New Poster
Joined: 06 May 2014 Location: Denver Colorado Status: Offline Points: 9 |
Post Options
Thanks(0)
Quote Reply
Posted: 24 Jul 2014 at 17:39 |
|
Harvesters aren't so expensive to replace.
They should not be permanently attached. When you send your army someplace to attack, that is when the option to send a harvester should pop up. They should follow the army separately at their normal speed, with a fail-safe that they cannot travel faster than the army. The pop-up should be the regular harvest window. |
|
![]() |
|
Albatross
Postmaster General
Joined: 11 May 2011 Status: Offline Points: 1118 |
Post Options
Thanks(0)
Quote Reply
Posted: 24 Jul 2014 at 01:33 |
p.s. Movement speed isn't too bad: 10 sq/h for cotters, 12 sq/h for guild harvesters (in my case: Human).
|
|
![]() |
|
![]() |
|
Dungshoveleux
Postmaster
Joined: 09 Nov 2013 Status: Offline Points: 935 |
Post Options
Thanks(0)
Quote Reply
Posted: 23 Jul 2014 at 22:54 |
|
but attaching foot harvesters would mean the cavalry travel at foot speed - quite a penalty - and being with an army and treated as an army, the trade units can't then be prestiged around. I think beter to leave current system which encourages regular logging in to play rather than launch and forget.
|
|
![]() |
|
Albatross
Postmaster General
Joined: 11 May 2011 Status: Offline Points: 1118 |
Post Options
Thanks(0)
Quote Reply
Posted: 23 Jul 2014 at 12:09 |
|
|
![]() |
|
![]() |
|
Dungshoveleux
Postmaster
Joined: 09 Nov 2013 Status: Offline Points: 935 |
Post Options
Thanks(0)
Quote Reply
Posted: 23 Jul 2014 at 00:06 |
|
i think this would require some major combat logic changes - currently 1 unit of wildlife will despatch am kill any number of harvester units - they have no combat value - so if involved in any fight they would all be killed. Its a bit of a lazy idea though. And how do you reconcile adding footbound harvester units to mounted military units?
|
|
![]() |
|
Albatross
Postmaster General
Joined: 11 May 2011 Status: Offline Points: 1118 |
Post Options
Thanks(0)
Quote Reply
Posted: 22 Jul 2014 at 23:05 |
|
Just seen this. I must've been asleep.
Yes, like many mechanisms, it's interesting to explore how it translates to another class of unit.
I suggest we call this "Harvesting Contingent" or "Trade Contingent". Likewise, when the magic side develops, there would be a "Magic Contingent" or "Arcane Contingent" Implementation of the attack and defence mechanisms and abilities would be fairly easy to work out, but very difficult to debug and balance, so I expect, even if this is taken up, it would take a while to go live. But once live, the only problem I foresee is the occasional player frustration due to forgetting the contingent attached to the mission. |
|
![]() |
|
![]() |
|
Post Reply
|
Page 123> |
|
Tweet
|
| Forum Jump | Forum Permissions ![]() You cannot post new topics in this forum You cannot reply to topics in this forum You cannot delete your posts in this forum You cannot edit your posts in this forum You cannot create polls in this forum You cannot vote in polls in this forum |