Attaching Skinners/Cotters to Armies
Printed From: Illyriad
Category: Miscellaneous
Forum Name: Suggestions & Game Enhancements
Forum Description: Got a great idea? A feature you'd like to see? Share it here!
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=5707
Printed Date: 17 Apr 2022 at 03:01 Software Version: Web Wiz Forums 12.03 - http://www.webwizforums.com
Topic: Attaching Skinners/Cotters to Armies
Posted By: Demonic Spoon
Subject: Attaching Skinners/Cotters to Armies
Date Posted: 01 Jul 2014 at 11:57
(Credit for idea goes to Duuvian)
It would save a lot of hassle if we could attach skinners and cotters to armies that are sent out to exterminate animals, so that they can begin harvesting immediately. Basically, when you send out the army, having the option to attach harvesters, and once the animals are destroyed the harvesters detach and start scooping up those hides/anatomies while your army returns to escort the next waiting batch of harvesters to the next horde of wolves etc.
Avoids the hassle of having to send out an additional order for the harvesters to go there, and since they start harvesting immediately less resources should be lost, theoretically speaking.
I don't recall if cotter speed is too low for this to be workable, but theoretically you could also attach them to armies engaging other armies so they can scavenge the battlefield for items afterwards?
Thoughts?
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Replies:
Posted By: DaniSuper
Date Posted: 01 Jul 2014 at 16:09
I am greatly in favour of this suggestion. I cant sometimes login again to check if my army has hit and then send cotters/skinners to collect the valuable hides etc on the spot. I am sure there are few other players who face similar problem because of real life getting in the way, by allowing the option of attaching the skinners and cotters, It will make it much easier for us to get full benefit of the resources dropped on the spot. 
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Posted By: dantem
Date Posted: 01 Jul 2014 at 16:36
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It is a decent idea, but some problems I see are
1. Players losing harvesters because they do not scout the enemy/ players forgetting they have harvesters in their army and sending it to a fight
2. Kills near other player cities will cause problems, especially with the widely accepted 5 sq harvest rule
But apart from these I think your idea is very nice!
------------- I believe that if life gives you lemons, you should make lemonade... And try to find somebody whose life has given them vodka, and have a party.
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Posted By: Sheza
Date Posted: 04 Jul 2014 at 00:08
I like this too .
------------- If Horses don't go to Heaven when they die. then I want to go where they go.
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Posted By: jcx
Date Posted: 04 Jul 2014 at 12:33
Lazy crafters.. 
------------- Disclaimer: The above is jcx|orcboy's personal opinion and is not the opinion or policy of Harmless? [H?] or of the little green men that have been following him all day.
jcx in H? | orcboy in H?
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Posted By: dantem
Date Posted: 05 Jul 2014 at 07:43
lol jcx...true, but if you are going to hunt npc's just for the animal parts, this is a brilliant idea....
------------- I believe that if life gives you lemons, you should make lemonade... And try to find somebody whose life has given them vodka, and have a party.
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Posted By: Bukama
Date Posted: 20 Jul 2014 at 19:17
I see just two problems with this:
1) if you lose the battle or some of the critters live you lose your harvesters too.
2) you can only have one type of harvester at work on a square at a time
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Posted By: Demonic Spoon
Date Posted: 21 Jul 2014 at 07:31
Bukama wrote:
I see just two problems with this:
1) if you lose the battle or some of the critters live you lose your harvesters too.
2) you can only have one type of harvester at work on a square at a time
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1) I assumed that would just have to be a risk involved with attaching harvesters to a army. More convenient, but also somewhat riskier.
2) Solved easily enough by only being able to attach one type of harvester to the army at a time.
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Posted By: Glin
Date Posted: 22 Jul 2014 at 01:06
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Very expensive, losing skinners.
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Posted By: Arctic55
Date Posted: 22 Jul 2014 at 03:35
I would like to go on record to say, I like this idea.
------------- I'm pressed but not crushed. Persecuted but not abandoned. Struck down but not destroyed.
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Posted By: Hiei
Date Posted: 22 Jul 2014 at 18:45
Posted By: Albatross
Date Posted: 22 Jul 2014 at 23:05
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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.
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Posted By: Dungshoveleux
Date Posted: 23 Jul 2014 at 00:06
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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?
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Posted By: Albatross
Date Posted: 23 Jul 2014 at 12:09
Dungshoveleux wrote:
And how do you reconcile adding footbound harvester units to mounted military units? | Minimum 'travel speed' of all units in the mission.
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Posted By: Dungshoveleux
Date Posted: 23 Jul 2014 at 22:54
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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.
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Posted By: Albatross
Date Posted: 24 Jul 2014 at 01:33
Dungshoveleux wrote:
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 that's a fair interpretation. Look to the current Diplomatic Contingent for a pattern of behaviour (though it's a pity you can't use offensive diplomacy outside of target towns).
p.s. Movement speed isn't too bad: 10 sq/h for cotters, 12 sq/h for guild harvesters (in my case: Human).
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Posted By: LadyLifeGrows
Date 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.
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Posted By: Toibur
Date Posted: 26 Jul 2014 at 07:50
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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.
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Posted By: Bastion
Date 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.
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Posted By: Rancor
Date 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.
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Posted By: Rill
Date Posted: 02 Sep 2014 at 05:56
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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.
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