For @thorbjorn42gbf & @untrustedlife, scroll down to the bottom for my responses to you two, as responding to @Scal is the great majority of this wall of text .
I agree to the extent that a âkill bad guys hereâ zone would probably not work very well for offensive combat. Defensively, patrol & guard zones should be fine.
I just feel youâre taking the indirect bit too far.
No, but you know who will. The carpenter if heâs free, and any workers if theyâre free. Same issue with gathering resources.
These are all trivial issues though. If your carpenter wants to eat first then finish the last bed you ordered him to make⌠itâs no biggie, and is the sort of thing you should expect from a town management game anyway IMHO.
True, but as it stands this really isnât a big issue - especially given how plentiful food is ATM. If providing sufficient food for your town becomes more difficult, then yes Iâd expect to be able to assume more control over what each farmer does etc (eg assigning farmers to plots, or suspending work on certain plots so that they can hurry to complete another one, eg to stave off starvation).
Bolded my issue with your ideas. From where I stand (sit?), your arguing for a military that is much more apt to set its own goals, which - especially for the military - I think is both potentially disastrous and very much against the style of the game.
Again, you canât actually say that, because as I thought Iâd made clear, we donât know how the scenario/dungeon model will work. To repeat myself: if I decide to send a squad off on a quest, at the risk of my town being less well defended, thatâs MY decision⌠If they decide to do it on their own, then they can lose you the game."
Thatâs about as micromanage-y as responding to the trader events that occur in-game at the moment. I think youâre misunderstanding my position, which is that a quest model like the trader events is, IMHO, a good model:
- A wild quest appears! / You discover a dungeon! / You discover a scenario!
- Do you want to do it? Yes/no?
- If yes, which squad will you send off on it?
However, as we donât know what the quest model will be like, we canât exactly say much about it either way.
Indeed, it sounds like they shouldâve added some decent automation to do at least the following:
- Alert you when the assassins are back.
- Auto-stockpile the rewards etc.
- Alert you when new missions appear.
I⌠am getting annoyed with you now.
Way back at the start of all this, you said (point one) that military units you recruit will explore the world on their own, and THEN (point two) that they could be set as a guard.
That is a toggle.
Then you go on to say (Iâm paraphrasing, but w/e) "units not versed in exploration will prefer to hang out at town unless they decide to do a quest or are in a questing party. Again implying that their default behaviour is to potentially abandon their posts and go off playing D&D in the wild. Thus reinforcing the idea that you need to turn off their abandon friends & family exploration behaviour.
That is a toggle.
And then, you say in response to my stuff about Footman Bob, that ââŚsuggesting that he is a guard. Him being a guard he wouldnât follow the same behaviour of other warriors⌠thus not leaving his postâŚâ
AGAIN, implying that if I want Footman Bob to be a guard, I have to TELL him to be one.
That is a toggle.
So please, stop it. Either the default behaviour of military units is to explore, in which case I must toggle off that behaviour, or it is to defend my settlement, in which case I do not need to toggle off the exploration behaviour. So far, youâve consistently said and implied that it is the former.
Course, then you say âthere is no toggle functionâ, which if anything makes it worse by implying that I canât even set my idiot soldiers to guard so as to stop them from seeking fame and an early grave two biomes away instead of defending the town like theyâre supposed to.
Yes, but thatâs why I made a separate topic to consider how best to handle offensive military actions.
Donât contradict yourself then .
Thanks for saying in advance, was my pointâŚ
[quote=âScal, post:22, topic:7972â]Alas, a quick browsing trough any search engine in internet shows in the first links that the words I used can be adquately used as synonyms:
51 Synonyms & Antonyms for HERO | Thesaurus.com (hero and warrior)
WARRIOR Synonyms: 68 Similar and Opposite Words | Merriam-Webster Thesaurus (warrior and guard)[/quote]
Congratulations on misusing the English language.
A synonym is a word that has exactly, or very nearly, the same meaning as another word.
Hero, warrior, soldier and guard DO NOT mean the same thing:
- A D&D barbarian is a warrior, not a soldier. He is not a guard unless he is guarding something or someone.
- A person who deserts their post and flees is not a hero.
- A member of the Waffen SS (yes I went there) is a soldier, and may be a guard, but he is not a hero.
- A prime minister who rallies his country during a tough war is a hero, but is not a soldier, warrior, or guard.
Now do you see why using these terms interchangeably was perhaps not the brightest idea?
If you used English properly then there wouldnât be any cause for misunderstanding, and so no need to make me give you a lesson in English language comprehensionâŚ
Way to miss the point. Again.
If you look closely, youâll notice the second half of my sentence, specifically âinstead of fighting my commandsâ. And, if youâd read my posts, youâd know that I consider things like âtoggling all my military units to guard mode so that theyâll do the job I hired them forâ is what I consider to be a case of having to fight my own units to get them to behave.
Glad to see you know so much about how the combat engine in Stonehearth is going to look.
Oh no wait, you donât.
By the way, have you ever seen some of those Dwarf Fortress LPs that include goblin attacks? You can get 50+ goblins (I think I read of an 80+ strong goblin attack once)⌠that is a serious threat to a fort, which typically has no more than 200 dwarves in it, tops. Now, you may be a good player and you may have prepared enough traps, magma pumps and the like to wipe out the entire Chinese PLA in one fell swoop, but then again you may not have.
I would, but your apparent fixation on having military units default to âletâs go exploring!â makes it that much harderâŚ
Uh-huh.
[quote=âScal, post:22, topic:7972â]Your assumption is incorrect. There would be no âtoggleâ option, as this would demand heavy micro-management when you have many units and would also encourage âturtlingâ tactics in multiplayer.
As of now we canât know if units will upgrade in class automatically when their level reach a certain number or if they need a new tool/weapon to upgrade or both.
If units upgrade automatically when reaching a certain level then guard units would need to be a different class.
If they only need a certain weapon/tool to upgrade or if they need both (required level and tool/weapon) then the guard units could be the first class of every fighting unit.[/quote]
This is actually worse than the toggle idea you started out with.
If (game design in which I find I donât want to use certain units = bad game design) then (your idea is bad game design).
Meh. Call me a tyrannical overlord if you want, but the journal / NPC chat window is where they can do their complaining . Youâre in the army now, son," and all that.
An adventurer class / profession that is entirely separate from the military I have no problem with. Choosing to create a unit to go off and explore, have adventures with or whatever is very different from having your city guard members doing it. I get that itâs nice to see more character in the individual hearthlings, but really IMHO thatâs for the journal or again, the NPC chat log.
(Also: RATTLESNAKES?! )
Not IMHO. I tend to approach these things with A Plan, quite possibly complete with technical diagrams, spreadsheets, and screenshots of awesome looking buildings. I donât want the AI asking me âhey boss, can we screw things up do XYZ?â instead .
I am entirely ignorant of it, and have gone just by the stuff @Scal has said.
You say that, but then immediately afterâŚ
No! No! Bad hearthling! I want Alice to do this quest, not Bob!
[quote=âuntrustedlife, post:36, topic:7972â]Basically im suggesting the player always be the one to make quests, think of your self as the dm of the game. You tell the heroes to go on quests when you want them to go on quests;. Or you encourage them to go on âquestsâ that you set up via rewards. think a âreward flagâ over a monsters head that YOU explicitly put there and set a reward for. Or an Explore flag.
This way the player has âcontrolâ but not total control. and you donât have to micromanage them. The heroes would hopefully have ai that can handle itself in the big bad world of stonehearth, and the ai should be smart enough to stock up on supllies on its own and fight the monsters as strategically as possible.[/quote]
As per the other thread, certainly Iâm open to ideas on how to get military units to do specific (mostly offensive) actions, and yeah, perhaps a âtarget thisâ banner or w/e would work for that when Cthulhu comes along. But if I canât tell Able Squad specifically to target Cthulhu, and just have to hope that the veterans in Able Squad do it instead of the clueless newbies in Baker Squad⌠urgh.
Going to snip most of the flag suggestions just to this, because perhaps they belong better in the other thread?
Personally, I can think of only two ways to use direct control (ie StarCraft-style unit controls) well in Stonehearth:
- Individual hero units.
- When you take a break from town management and go take a handful of units into a dungeon - imagine it as a Baldurâs Gate mini-game or something.
Whether those actually make it into Stonehearth is another matter of course.
That might work out well. Little leery about direct orders to a squad, but it might work out okay.
Still - get these ideas in the other thread !
Agreed. I mentioned this specifically as a type of Ownership Zone in the opening post .