Workers, Medics & Priority Personality

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Ken Vermette
Posts: 1
Joined: Sat Jul 07, 2007 6:16 pm

Workers, Medics & Priority Personality

Post by Ken Vermette »

These ideas are the result of brainstorming in the chat channel:

Workers:
For base defense, workers would be able to train in the barracks for token attack strength to defend themselves. Workers, unlike scouts or warriors, would be unable to attack buildings - to prevent worker-rushes.

Several other possibilities were discussed about worker attacks; Such as only allowing workers to attack if they had resources, or only allowing workers to defend if they (or other nearby workers) were attacked first.


Medics:
To better assist attacking armies or help base defense, the creation of a 'medic' unit might be an idea.

The general idea is that medics, much like workers, can hold amounts of resources; if a medic has wheat, they can use it to heal a unit. To prevent spamming with medics and warriors, the medics would need to make round trips for resources.

Additionally, as opposed to wheat, medics could use berries. either exclusively or as a more potent aid.

Medics would probably upgrade their healing at a school or a hospital.

Personalities:

Finally, building priority. This is a concept on how units might select which buildings they will work at.

For this to work, every building would belong to a group of building types; economy buildings (Ie; schools, markets), food/health buildings (Ie; inns, hospitals), and battle buildings (Ie; towers, walls, barracks). This is just a rough list though.

Initially, workers would be completely neutral to what types of buildings they work on, however over time units would build up preferences. There would be a gauge in each worker for each building type. If two buildings are requesting workers, a worker will favor a building that has the highest valued group in it's gauge.

Units would come to prefer building types depending on what's going on. For example, if nearby units are under attack, the gauge for battle buildings will increase. If that unit is starving, it will prefer to work on food-type buildings. If a unit is idle a lot, it might like to build economy buildings.

In addition, a unit might neglect itself if a building type is deemed very important to that unit. So if a unit is constantly starving, it will become willing to forgo food to work or build inns requesting workers (because it will prefer food buildings). Or if the base is constantly under attack, it will start to skip lunch to keep defense towers stocked (because it prefers battle buildings). Because health and hunger are variable, it will still draw the line unless it finds whatever task extremely important.

Extra Thoughts:

walls: as opposed to requesting one unit per wall segment, it should request only one unit per wall, or one unit per every X sections of a wall. Wall upgrades might be a good idea aswell; walls are almost useless later in the game.

Resource Pits: Buildings similar to Markets, only with the basic resources. They could be used to stockpile materials that are either far away or dangerous to retrieve. So if a user had stockpiled a large amount of stones, if under siege workers could more quickly restock towers.

Fruits: Units that are healthy and have had more upgrades will be less tempted to be converted by fruits than low-level unhealthy units. Units that have been with a player for a long time may be more resilient to fruits aswell.

Strategic Pause: in single player games, you could pause the game to place zones and/or buildings.
Damentz
Posts: 1
Joined: Mon Jul 23, 2007 11:36 pm

Post by Damentz »

Hmm, really good ideas, however, I think the Medic should be renamed to Support. It could ferry resources to warriors so that they can get healed from far away. Another advantage is that while you are attacking another base, they can take resources on that base to aid warriors with food and health.

Since the game is about reducing micro managing, support units can simply loiter around nearby warriors, defend painted areas, or war flags.

Towers could be also used to defend resources against support units which could be weak against towers to balance it out.


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I second the idea that fruits should only convert lowest level units first :)

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I also think that resource pits should be included in the game, or merged into the market building. Idle support and/or worker/warrior units can find most requested resources and pool them into the resource building.


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Personality is a tricky subject, but units should be able to loiter around an inn when they are hungry or reserve spots in an array so that they don't get stuck in the infinite decision loop where they just run back and forth between inn's as they get open.
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