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[glob2-devel] Discussion moved from the forum
From: |
Eli |
Subject: |
[glob2-devel] Discussion moved from the forum |
Date: |
Sat, 2 Jul 2005 05:33:30 -0400 |
(I can't figure out how to make these things quoted properly.)
[quote="Andrew"][b]Fruiting[/b]
[quote="Elvish Pillager"][instant Inn View is] Unfair. The primary
reason for this is that it can basically force all opponents to take
drastic action within 3 minutes or lose.[/quote]
How is that a problem? Any decent player will guard fruit trees in
case this happens. Even if they had chosen not to use them (say, by
putting a forbidden area around them), all they have to do is make the
trees available and their globs will do the rest.[/quote]
Ah, but that's the same in every game. "Any decent player will do this"
is the same as "Every player should do this in every game". If there's
a static action that should be done in every game, then that's a boring
task. A boring task is often OK (i.e. building the first few Inns) but
not only it is boring, it is also a very constant task (you don't
choose where to build the trees) and the punishment is too great for
not doing it.
Basically, either you don't guard trees, and you get screwed, or you do
guard trees, and you don't. So you do guard trees. Everyone does in
every game. It's just an extra botheration, not a strategic device.
[quote="Andrew"][b]siege towers[/b]
(unless you can think of something else to call them)
[quote="Elvish Pillager"]Ignore them. They would not cause traffic
problems, because the forbidden areas would not be traversed by anyone
else.[/quote]
What if you have one siege tower going towards a battle and another
coming back, and they both meet in a one-square-wide alleyway? If you
have other globs walking past the alleyway, 18 warriors will be
completely hemmed in.[/quote]
That doesn't happen because siege towers don't come back from battles.
[quote="Andrew"]Ah! So how about saying that a war flag (or any
building or area, for that matter) which is over-subscribed should
prefer better fed warriors over hungrier ones? Also, there is a
general issue here that the current system for getting hungry is too
static - workers that never stray more than a few paces from an inn
should keep working until they only have 1 or 2 percent food left,
while warriors should automatically eat before setting off on a long
journey. There is a discussion somewhere in the suggestion forum about
having a movable inn, which would solve the problem too.
Now you mention it, I have found my warriors peeling off in long
battles. Again, I'm tempted to say this is a good thing because it
makes it harder to wipe out an enemy in one fell swoop. That's not
much fun for an attacker, but it means you as a defender might get a
second chance.[/quote]
It doesn't only mean you get a second chance. It also means that the
defender might destroy half the attacking army by localized
superiority, and then march to their territory and decimate the rest
(if towers are not involved.)
In general, it seems that hungry units should act like this:
1st priority: Go back to the inn if it cannot get back to an inn
without starting (or coming very close to starting) to starve.
2nd priority: If it can get back to an inn in a reasonable amount of
time, and is busy, it continues its task.
3rd priority: Go to the inn.
Also, instead of the siege tower, it does make sense to have a mobile
inn. Here's my take on the situation:
War Wagon building. It's like an mobile, armored Inn which also acts
like a defense tower. It takes 8 wood and 2 stone to build, and stone
to fire. It moves when there's a War Flag, towards the nearest War
Flag. Only warriors use it as an inn, and it can't hold fruit. Its
capacity is 4-6-9, its armor is 8-12-18, and its hitpoints are
200-350-500. It does not have extra stone slots, as the defense tower
does, and it moves at half the speed of a level 1 warrior.
[quote="Andrew"]Personally, my strategy against the computer for this
is to beat them back until I can reach their resources, then set up
inns and hospitals in their territory, to mount a final attack
from.[/quote]
The AI is pretty weak. I generally do a tower-rush (getting a ton of
level 2 towers around your settlement before the first enemy attack =
ownage :D) and then win however's easiest. That's usually a wheat
genocide (not applicable in the more current version) or converting the
enemies.
- [glob2-devel] Discussion moved from the forum,
Eli <=