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xilla View Drop Down
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Direct Link To This Post Topic: Order cancellation
    Posted: 13 May 2010 at 08:34
Originally posted by WildBill WildBill wrote:

I think i read or heard a rumor some where that they may be adding fog of war.  So when your caravans get destroyed at least you won't see it coming.

At least? Some consolation haha. I love the fact this game is still in its infancy. So many new features
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Direct Link To This Post Posted: 13 May 2010 at 06:36
I think i read or heard a rumor some where that they may be adding fog of war.  So when your caravans get destroyed at least you won't see it coming.
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Direct Link To This Post Posted: 12 May 2010 at 03:37
Cool, that seems very reasonable. I understand your reasoning, primitive communications. But if primitive communications so important, why let us see so much of what others are doing? Logically if I can see it coming or happening, I should be able to do something about it.  But I like the coming option.
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Direct Link To This Post Posted: 12 May 2010 at 03:14
Originally posted by GM Stormcrow GM Stormcrow wrote:

Yes, that is currently the way.

We will be introducing a new diplomatic unit subtype - Messengers - who can be dispatched from your city with new orders for an army (or caravan) located abroad.

Messengers will take a number of horses with them, which they will largely ride to death before jumping on a "fresher" horse.  So they'll be very fast - but also quite wasteful of the poor horses.

They will only be able to give new orders to a stationary army or caravan, so no communicating with units in motion, for a very wide variety of gameplay reasons.

When?   Soon (tm)


You will be able to do something about it soon.
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Direct Link To This Post Posted: 12 May 2010 at 01:54
I am total disagreement with most of this philosophy. By not allowing people to cancel or change orders, all you are doing is stregthening the bulllies. They know armies are trapped in place and can dispatch and kill at will. Why is it so hard to allow players that see armies aproaching their Caravans to quit harvesting and return home early. Why even let players see aproaching armies then?
 
This is what happened to me earlier today:
 
I am not getting any information about units in my area. One of my Caravans (that had an Army guarding it) was attacked and the only information I got of an Army aproaching was "Unknown units not a threat" and after having Caravan and army destroyed the most information I got was "Failed defense by Drycer's forces at Square aaa/bbb under attack by XXXXXXXXXXXXXXXXX"
I realize I only had a small army of Packsman, but i should have gotten some info back. Or at least I should have been able to retreat or cancel harvesting.
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Direct Link To This Post Posted: 10 May 2010 at 17:26
Thank you for your explanation Stormcrow, message received and understood.Clap
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Direct Link To This Post Posted: 10 May 2010 at 13:57
This has been fairly well covered in other threads, and I think the quote of mine that was brought in here earlier came from one of them.

So I'll cut'n'paste something that might be relevant.

Originally posted by GM Stormcrow GM Stormcrow wrote:

Originally posted by bow locks bow locks wrote:

hmmmm,

so we cant contact moving units but can contact stationary ones?  surely either type is as easy to contact, but a unit in movement can change direction much easier than an encampment set up for a few days can suddenly scarper.

cos one of the few risks at the moment is the military encampment, or the stationary caravan.  you know when you give that order that that camp will be exposed for that time.  its the only real risk in game tbh.

Interception has to be a major future element of tactics and strategy:  withdraw automatic notifications, set up scout fronts, detect hostile units, set up ambushes.  allow feints, indirect movement, route planning, ............

Bow

I think we have the same agenda, bow - but that (with respect!) you haven't thought it through :)

Moving from A to B but allowing someone to change orders halfway and go to C instead does not encourage ambushes or interception - it achieves the exact opposite.

Allowing people to change orders half-way and go elsewhere instead simply means that no one would ever be ambushed or intercepted, ever, because no one would ever carry out the order they originally gave to their army; instead choosing to countermand it halfway along the route.

By allowing new orders to be issued to armies once they've reached a stationary point, you allow circuitous movements and unclear ultimate objectives by the moving army, but equally allow chances for ambushes and interceptions by a third party who divines the *current* orders of the army by scouting or scrying or metagaming, or whatever. 

Allowing new orders to be issued en route actually undermines this mechanic.

Think of "feints, indirect movement & route planning" simply as ambush and interception opportunities at the pause during an armies' movement from A to B, pausing, then moving to C, then pausing, then moving to D etc.


ie. We will allow changing orders for:
  • a) "whoops" moments within a short time period after dispatch
  • b) units that are abroad but stationary, communication with the stationary unit(s) to occur via a Messenger unit
But, specifically, not changing first step mission objectives after units have been dispatched. 

Allowing this would undermine the major premise of many of the diplomatic skills (esp when combined with some of the unit enhancements being planned), the scrying school (when it arrives), but it would generally also undermine opportunities for carefully planned ambushes, as well as the purpose of the feint skill.

Best wishes,

GM Stormcrow
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Direct Link To This Post Posted: 10 May 2010 at 13:06
'Fraid not (nor is it likely it happen, as it affects gameplay too much)

Why would cancelling or changing orders have an effect of gameplay? Please explain.
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Direct Link To This Post Posted: 09 May 2010 at 18:20
Thanks Crank, much appreciated.

I should add, as well, that we will be adding an "omg, I messed up" button that will exist for (we think) 1 minute after an order is given - construction, research, production or unit movement - that will allow you to cancel the order; and reimburse (a large part, but not all) of the materials used in the order.
 
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Direct Link To This Post Posted: 09 May 2010 at 18:01
Originally posted by GM Stormcrow GM Stormcrow wrote:

Originally posted by The_Dude The_Dude wrote:

Can I cancel a movement order before it has been completed?
 
EX: Tell an Army to return home before it attacks.  Or tell a caravan to return home before it arrives at its destination.


'Fraid not (nor is it likely it happen, as it affects gameplay too much)

We will, however, be introducing a method of giving new orders to units located abroad that are stationary (such as caravans whilst they are gathering resources, or armies whilst they are occupying a square).

Originally posted by The_Dude The_Dude wrote:

On a similar thread - can I intercept passing caravans or armies?  Or can I only engage them at their destinations?

Not directly, at the moment, but you will be able to do things to them when the combat magic schools come into play.

Regards,

GM Stormcrow
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