Let's talk military!

But this rids us of the possibility to play aggressive the goblins and other enemies. :frowning:

Indeed :slight_smile: . I’ve left off from talking about unit types here though in favour of discussing unit controls. Still, I can imagine a battering ram, catapult and… ballista? Trebuchet? … something like that being really rather useful later in the game.

I think setting them up properly makes perfect sense. Sure, some catapults etc could be fired whilst mobile (maybe chocks behind the wheels or w/e, but basically mobile), but I think the need to set up properly etc would result in it feeling much more like a siege etc.

Indeed.

Well there’s going to be an engineer class, we’ve got carpenters, workers and soldiers… so yeah, I’d require the player to invest in manning their siege engines. Particularly engineers - I can see most units being able to fire/reload them, but maintaining them is something you want specialist knowledge for.

Not beyond colour etc I think. Otherwise you can end up with some “interesting” issues if you make parts that collide with things they’re not meant to, etc.

The battering ram is an obvious choice for this, but frankly so are any wagons you need to transport your siege engines (or army supplies) with.

@MobiusDT - Yeah, I would like to see vaguely realistic logistics implemented. Probably not a big deal with the goblin village next door, but players who want to besiege a castle should have to plan it properly IMHO. The trouble is the degree of realism, because you don’t want to spend more time in Excel planning the siege than you spend in-game on it :laughing: .

Of all the logistics discussions we’ve had so far, supply wagons are probably the thing that interests me the most. Not just because there’s questions about troop transportation, item storage, or manning and means of movement/propulsion, but rather…

…How are they going to do wheels in Stonehearth?

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easy! :smile:

http://northalabama.s3.amazonaws.com/A5E3C4266842407B94ED95C8F357C656_NCD-SoHard1.jpg

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I want to read this topic, i REAAAALLY do, but i can’t to much rage, and text walls, you’re covering too broad of a spectrum of topics, i know it’s not Skype, but sometimes short discussions and statements get your point across better.

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so uh, where are these quotes from?

What happeend to teh prospect of conquest? Has it suddenly disapeared? And now that gameplay style wont exist, I would be very depressed, also exploring, Gone as-well?

How will you explore without direct control ove ryour units? Or at least partialy direct control.

What has radiant done.

I’m suddenly very dissapointed.
You guys SAID you would have options for 2 main playstyles, conquest and city building (and tinkering , but i consider that sperate)

The idea of game where we could do either was very appealing to me, and now its, apparently gone without explanation.

and I already bought the game long ago -_-

-_-

I need an explanation.

@sdee please, help me

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Hey @untrustedlife, it’s a bit hard to address any issue in this topic specifically because everyone at the office is working on non-combat stuff at the moment (building improvements, mining, leveling, stores, roads, performance issues, and crashing bugs). Switching context is hard, and design discussions between us take a long time. :wink:

Combat is definitely going to be a part of Stonehearth, though you can choose not to pursue it if you prefer. If you do want to engage in combat, we plan to add lots more combat classes, ways to control them, and reasons to use them. I don’t want to get into anything more specific than that because until our ideas are implemented and tested, they are absolutely subject to change. In the end the team believes that making a fun game is more important than any single implementation idea (It’s how we survive our design discussions and keep each other humble. :wink: )

I think it’s awesome that you guys are generating ideas about how combat should play out, and I know we will come back and read this thread when we’re ready to return to the subject. But given that our focus is elsewhere at the moment, it might be more productive for all of you to think about what you would like to see in Stonehearth (or in a mod you add to Stonehearth!) than debate over what Team Radiant will absolutely/definitely add to the game, because nobody knows what that will be, not even us. :slight_smile:

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Thank you for responding to my concerns. (You guys are some of the best developers in the business :smile: )

But having a conquest playstyle is not just one idea, it is a bunch of things, and i was really excited for that.

http://stonehearth.net/stonehearth/

Please, still do it later on. I understand its not what you are working on at the moment. But it was one of the major things (the fact that i could choose to build a city and focus on that) or build a city (or village) and play like im a barbarian or roman, That got me to buy the game. (of course the other things are obviously big reasons too since they are there) And the exploration, and the fantasy setting.And the dwarf fortressyness.

There is no other game where you would be able to do BOTH, and that is why I am a bit confused. Its still obviously a good game without it. (I mean, teh game IS awesome)but it was a VERY cool idea. Please remember this.

Im sure im not the only one as-well.

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Hey there, after spending some time in-game fooling with the combat and reading some suggestions from other people around the
interweb I’ve come up with an idea that I believe fits very well with
the feel of the game.

My suggestion was to use a tagging/alarm system for your enemies,
similar to the system in the base-builder “Evil Genius”. Basically how
it works, is any time an enemy appears you can click him and apply one
of several “tags”, the tags were things like “kill” “capture” and
"psychological weakening".(confused them, avoiding combat and rendering
them virtually useless for a time)

This system would allow us to get hands on with unit control without
making the soldiers mindless robots. But, there are still those of us
who don’t care for actively engaging in combat, that’s where the alarm
system comes in.

This works in pretty much the same way the current combat alarm works
except there are 3 alert levels. First is green, or no threat. second
is yellow which means units arm themselves, get in a group and could use
non lethal means of incapacitating threats. Finally there is red alert
where all units kill enemies on sight.

Also, the ability to assign units to certain groups and the ability to place group specific tags on enemies, so that only certain units will attack. These 2 simple mechanisms would make managing soldiers in battle and coordinating attacks much more enjoyable, also a set of different group behaviors would be pretty neat.

Thanks for reading, I hope my ideas can help in some way. Great job on the game so far!

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I think this thread is fitting:


Just to spare some time for @SteveAdamo or @Geoffers747

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Really dig your ideas here, especially the idea for the officer unit. This would be especially interesting in pvp, trying to take out the enemy players’ officer/general units to make him lose control of his army and other tactics like that would add a ton of depth and strategy to the combat.

Something that might be an option, is like in various version of D&D and many other table top RPGs, units with a leader class can give temporary buffs to friendly units, and penalties to enemy units. Like friendly units can move faster, hit more accurately or are generally tougher.

That tagging/alarm system is a pretty awesome idea. And if you could customize your tags, like you can set what the tag targets a specific named target like the goblin king or a group the goblin raid party, you can keep things simple yet get a bit more control as to who your unit attack.

Steps into room, sees the text, wonders what is happening to our little forum and sighs…

I think that zones and alarms are the way to go, with the addition that I can specifiy who goes to what zone and create formations in that zone. I am thinking something like the building customizer where I map out the zone, and then I say when the alarm goes for this zone I want a footman here, and archer here ect. You could also have premade templates just like in the building creator. The skill is in the planning.

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I think this would work well… I do think it would also lend itself to “templates”, assuming we don’t assign a specific unit to a location, but rather a unit type…

set “a footman here”, as opposed to “set Carol here”…

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It would be cool to assemble a giant army and set them in a orderly grid filling a large hall and using an in-sync shield bash taunt to hype up before an invasion. That sounds so satisfying!

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