Jeru Posted December 24, 2012 Report Share Posted December 24, 2012 I would take k776's advice on sheep.He is from New Zealand. 2 Quote Link to comment Share on other sites More sharing options...
Pedro Falcão Posted December 24, 2012 Report Share Posted December 24, 2012 Sheep and goats auto converted. Vision range based on the sheeps, not the capturing unit. And when multiple players are withing range of the sheep, capturing takes into account total unit power/strength, and when that is equal, total unit count, and when that is equal, the first player to get to the sheep.I would rather have the "first to get to the sheep" condition as the main condition, else it'll be annoying to see scouts kidnapping your sheeps within your baseI would take k776's advice on sheep.He is from New Zealand.---Warning--- The lame joke ahead may give you cancer Quote Link to comment Share on other sites More sharing options...
k776 Posted December 25, 2012 Report Share Posted December 25, 2012 I would take k776's advice on sheep. He is from New Zealand.---Warning--- The lame joke ahead may give you cancerLOL.I would rather have the "first to get to the sheep" condition as the main condition, else it'll be annoying to see scouts kidnapping your sheeps within your baseI suppose. Maybe just unit count then? First there, but if enemy comes around with two units, they capture it? Quote Link to comment Share on other sites More sharing options...
Pureon Posted December 25, 2012 Report Share Posted December 25, 2012 With all the capture ideas, I think the simplest ways are most attractive. I proposed that soldiers should capture buildings by their default behavior because to me it seems the simplest way for the player. Using a separate Loyalty stat instead of using Health for capturing separates the two behaviors (capturing vs. attack) and makes most intuitive sense to the player.I too would prefer a separate loyalty stat rather than using the unit's health value. Having control over a unit's capturing ability gives us more flexibility, and allows us to have capturing speed techs to add more strategic depth to teching up (unit strength vs capturing speed). Quote Link to comment Share on other sites More sharing options...
idanwin Posted December 25, 2012 Report Share Posted December 25, 2012 As long as you can do a quick raid on the enemy, taking all his sheep with you, it sounds fine to me. Something to do with unit count, should also take into account the proximity of these units. Quote Link to comment Share on other sites More sharing options...
Pureon Posted December 25, 2012 Report Share Posted December 25, 2012 As long as you can do a quick raid on the enemy, taking all his sheep with you, it sounds fine to me.When corrals begin functioning the planned way, where animals stand around the corral structure generating food, this could be a game-winning strategy Quote Link to comment Share on other sites More sharing options...
Aurium Posted December 25, 2012 Report Share Posted December 25, 2012 More one concept to think about:Wildness X LoyaltyGaia units are independent and wild, while, on the other hand, player units are related and loyal. There is no direct translation between this concepts. A gaia's horse has a big wildness, but a owned horse has low loyalty, while a gaia's building has low wildness and when owned has a bigger loyalty.Loyalty needs to interact with territories, the current damage for out of territory structures should be changed to a loss of loyalty, this is basically capture by the gaia player. Neutral structures within a territory would be gradually captured....and its wildness will grow until 100%, until nobody try to own this.Wildness is like self loyalty, so wildness and loyalty will not decline and grow together. When wildness becomes 0, the unity is owned and its loyalty start to grow up. The same happens to the "gaianization". Quote Link to comment Share on other sites More sharing options...
zoot Posted December 25, 2012 Report Share Posted December 25, 2012 Is 'wildness' a measure of how hard the entity is to capture from Gaia? If so, I don't see why it should grow for abandoned (out of territory) buildings? Seems to me it should be constant, an intrinsic property. Quote Link to comment Share on other sites More sharing options...
Aurium Posted January 7, 2013 Report Share Posted January 7, 2013 While i'm trying to implement this feature i need to add a loyalty/wildness bar, like the health bar... but i see that is difficult to put more information together. For animals we already have health and resource (food) bars, 3 bars is unhandable by the current layout, and i believe that will be worst to make that bigger. However, the animal is a food resource only when dead and has loyalty/wildness only when alive. Why have both at same time? My proposal is to make this change on the entity info box:The resource bar will be replaced by loyalty/wildness bar while alive, the resource amount will be displayed as a icon information, also more readable. The loyalty bar will be also applied to units. 1 Quote Link to comment Share on other sites More sharing options...
idanwin Posted January 7, 2013 Report Share Posted January 7, 2013 Totally agree! Quote Link to comment Share on other sites More sharing options...
quantumstate Posted January 7, 2013 Report Share Posted January 7, 2013 That sounds good Quote Link to comment Share on other sites More sharing options...
Gen.Kenobi Posted January 7, 2013 Report Share Posted January 7, 2013 Keep it up, mate! Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 7, 2013 Report Share Posted January 7, 2013 (edited) and if we capture humans and put them in idanwin's "Special Actor Cages" and been torturate to convert in your units. Edited January 7, 2013 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted January 8, 2013 Report Share Posted January 8, 2013 While i'm trying to implement this feature i need to add a loyalty/wildness bar, like the health bar... but i see that is difficult to put more information together. For animals we already have health and resource (food) bars, 3 bars is unhandable by the current layout, and i believe that will be worst to make that bigger. However, the animal is a food resource only when dead and has loyalty/wildness only when alive. Why have both at same time? My proposal is to make this change on the entity info box:The resource bar will be replaced by loyalty/wildness bar while alive, the resource amount will be displayed as a icon information, also more readable. The loyalty bar will be also applied to units.Agreed, especially when it has been proposed to add even more status bars (see this topic) to the confusion. I can think of these possibilities: * Health * Resource supply * Siege pack progress * Loyalty * Stamina * Garrison capacityA different color for each? It's not very intuitive Surely there is a better way to present this information. Quote Link to comment Share on other sites More sharing options...
Aurium Posted January 8, 2013 Report Share Posted January 8, 2013 Agreed, especially when it has been proposed to add even more status bars (see this topic) to the confusion. I can think of these possibilities:* Health* Resource supply* Siege pack progress* Loyalty* Stamina* Garrison capacityA different color for each? It's not very intuitive Surely there is a better way to present this information.Yeah... My proposal:Display as bars:Health (for alive things)Resource supply (for dead animals or plants in any state)Siege pack progress (only while progress)Loyalty (for alive units and some animals, when that is not in 100%)[*]Display as icons on details box:StaminaGarrison capacityResource supply (for alive animals)The maximum that we will see will be two bars. Color may be not intuitive, but with only 2 for specific cases, will be easy to understand seeing the details box. Quote Link to comment Share on other sites More sharing options...
Jeru Posted January 8, 2013 Report Share Posted January 8, 2013 For loyalty, perhaps the player color on the unit texture should gradually fade, or oscillate more and more strongly as it approaches the conversion point. For garrison slots, I suggest showing a set of small person-shaped icons that fill up as occupancy increases. Quote Link to comment Share on other sites More sharing options...
Pureon Posted January 8, 2013 Report Share Posted January 8, 2013 Yeah... My proposal:Display as bars:Health (for alive things)Resource supply (for dead animals or plants in any state)Siege pack progress (only while progress)Loyalty (for alive units and some animals, when that is not in 100%)[*]Display as icons on details box:StaminaGarrison capacityResource supply (for alive animals)The maximum that we will see will be two bars. Color may be not intuitive, but with only 2 for specific cases, will be easy to understand seeing the details box.You've got Resource Supply written in both bars and icons - is this intended? I agree with your suggestions, but i don't think Resource Supply needs a bar (if the bar can be used for something more important). Garrison capacity definitely does not need a bar, it can just be a number.Multiplayer games will get very interesting when capturing is implemented Quote Link to comment Share on other sites More sharing options...
Aurium Posted January 8, 2013 Report Share Posted January 8, 2013 For loyalty, perhaps the player color on the unit texture should gradually fade, or oscillate more and more strongly as it approaches the conversion point.For garrison slots, I suggest showing a set of small person-shaped icons that fill up as occupancy increases.Looks like a good idea... Please, call the artists to analyze and comment this proposal! Quote Link to comment Share on other sites More sharing options...
Aurium Posted January 8, 2013 Report Share Posted January 8, 2013 You've got Resource Supply written in both bars and icons - is this intended? I agree with your suggestions, but i don't think Resource Supply needs a bar (if the bar can be used for something more important). Garrison capacity definitely does not need a bar, it can just be a number.Yeah! Trees, rocks and dead animals are resources and some of us like to know the resource level without selecting it. So a resource bar is interesting.For alive animals a resource bar is useless, but is nice to know how much resource comes from a chicken or an elephant before killing it. So a icon with the number on details box is interesting.Multiplayer games will get very interesting when capturing is implemented Yeah! I want that too! Quote Link to comment Share on other sites More sharing options...
oshron Posted January 8, 2013 Report Share Posted January 8, 2013 Yeah... My proposal:Display as bars:Health (for alive things)Resource supply (for dead animals or plants in any state)Siege pack progress (only while progress)Loyalty (for alive units and some animals, when that is not in 100%)[*]Display as icons on details box:StaminaGarrison capacityResource supply (for alive animals)The maximum that we will see will be two bars. Color may be not intuitive, but with only 2 for specific cases, will be easy to understand seeing the details box.i say keep it as three bars with the rest as icons or going un-stated:a red bar for Health with a numerical value below or next to ita green bar for Stamina (possibly with a numerical value), which can be repurposed for Packing/Unpacking in inorganic units and for "Special Attacks" in very specific units like in AOM; for example, if a hero unit is given a "special attack" like a battlecry to boost allied morale, his "stamina" would be immediately drained to mark that he can't use it again until his stamina bar has refilled; alternatively, since hero units likely wouldn't be capable of switching sides, they could have a different color bar to specify Powera blue bar for LoyaltyGarrison Capacity can be specified with a numerical value along the lines of "0/10", with the numbers turning red or yellow when the cap is reachedresource counts can be marked on units by the resource icon with a numerical value Quote Link to comment Share on other sites More sharing options...
Aurium Posted January 8, 2013 Report Share Posted January 8, 2013 Hi oshron, i believe the Jeru idea simplify your proposal using another ways to display some status. I also believe that three bars is not a nice thing. Will be a real problem when we have some entities together. At least this will crap the artistic value of 0ad. Quote Link to comment Share on other sites More sharing options...
Pureon Posted January 8, 2013 Report Share Posted January 8, 2013 I agree three bars is too many. However the bars in the UI and the bars that appear above the unit when it's selected can be different - so stamina could remain in the UI, while Loyalty changes only appear above the unit.For loyalty, perhaps the player color on the unit texture should gradually fade, or oscillate more and more strongly as it approaches the conversion point.Unfortunately I doubt a gradual player colour change will be distinguishable on the textures, especially if conversion takes a minute or more.Loyalty should have a bar appear above the unit whenever the unit is being converted - like siege packing appears when siege units are being packed, and then disappears. It doesn't necessarily need to appear on UI, just above the unit. Quote Link to comment Share on other sites More sharing options...
Aurium Posted January 8, 2013 Report Share Posted January 8, 2013 (...)Unfortunately I doubt a gradual player colour change will be distinguishable on the textures, especially if conversion takes a minute or more.(...)Thanks by helping us Pureon.Well change color in texture will be really difficult to see, but what about blink the selection circle when loyalty decreases? The progress bar and the circle can only be displayed when the unity is selected, so we can chose. That can also have more details in the info box, displaying numerical values. As Jeru propose, we can grow up the blink frequency while the loyalty is lost. Quote Link to comment Share on other sites More sharing options...
Pureon Posted January 8, 2013 Report Share Posted January 8, 2013 Lets see what others sayThanks by helping us Pureon.You're the one helping us Quote Link to comment Share on other sites More sharing options...
Pedro Falcão Posted January 8, 2013 Report Share Posted January 8, 2013 (edited) As Jeru propose, we can grow up the blink frequency while the loyalty is lost.It would be interesting to see if that would do, but I don't have much hope, i guess it would be annoying, sometimes. Don't be discouraged, though, some things work out better than planned. Edited January 8, 2013 by Pedro Falcão Quote Link to comment Share on other sites More sharing options...
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