Walls and range of sight - ANSWERED

Moderator: Endru1241

Post Reply
User avatar
DoomCarrot
Posts: 3089
Joined: Wed Mar 18, 2015 6:04 pm
Location: Commanding General's quarters, a tall keep above the mighty city of Carrot's Point

Walls and range of sight - ANSWERED

Post by DoomCarrot » Sun Jan 03, 2016 1:51 am

Hey, I have noticed that walls are somewhat underused. I believe a big part of this is

1: They take 3 turns to build. This is ridiculous for a useless fortification that is completely useless without 10 other wall units or so. Thus I think it should be reduced to about 2 turns to build.

2. I think they should block opponents line of sight. In other words, If you surround yourslef with walls, your opponents cannot see what is going on behind them. I think this should also apply to castles and fortresses. But at least just walls and gates. This would add a new mechanic and strategic use for walls.

What does everybody think?
The day is coming when a single carrot, freshly observed, will set off a revolution.

User avatar
The Pendulum
Posts: 182
Joined: Fri Jul 17, 2015 9:45 am

Re: Walls and range of sight

Post by The Pendulum » Sun Jan 03, 2016 3:59 am

Seems tricky to implement with slanted angled n such, but fantastic idea!

Perhaps we could even make an upgrade for walls that let the walls have a visibility of their own (like soldiers on ramparts) p

Stratego (dev)
Site Admin
Posts: 9679
Joined: Fri Apr 25, 2014 9:28 pm

Re: Walls and range of sight

Post by Stratego (dev) » Sun Jan 03, 2016 7:54 am

sight it not clear for me,
but the wall construction once was 2 turns, i dont know when has it changed - however i just modified it back to 2 turns. on next update will be such.

User avatar
RiverRaider 1097
Posts: 455
Joined: Mon Mar 09, 2015 9:38 pm
Location: Resistance..USA

Re: Walls and range of sight

Post by RiverRaider 1097 » Sun Jan 03, 2016 5:10 pm

Absolutely agree with #2 as well ) stealth is part of any war? )
and remember,wherever your at,there you are

User avatar
DoomCarrot
Posts: 3089
Joined: Wed Mar 18, 2015 6:04 pm
Location: Commanding General's quarters, a tall keep above the mighty city of Carrot's Point

Re: Walls and range of sight

Post by DoomCarrot » Mon Jan 04, 2016 2:27 am

Daniel (the dev) wrote:sight it not clear for me,
but the wall construction once was 2 turns, i dont know when has it changed - however i just modified it back to 2 turns. on next update will be such.
Basically, the idea is to make it so sight can only go "around" walls.... Let me try to draw this out, don't make fun of me, I'll be back with a picture in a second :D
The day is coming when a single carrot, freshly observed, will set off a revolution.

User avatar
DoomCarrot
Posts: 3089
Joined: Wed Mar 18, 2015 6:04 pm
Location: Commanding General's quarters, a tall keep above the mighty city of Carrot's Point

Re: Walls and range of sight

Post by DoomCarrot » Mon Jan 04, 2016 2:34 am

Ok, kind of confusing and I know archers have more than 5 sight, but this is a diagram of what a unit with 5 sight could see with some walls (or fortresses) in his way
Image
The day is coming when a single carrot, freshly observed, will set off a revolution.

User avatar
Hardeep
Posts: 1121
Joined: Mon May 05, 2014 11:06 pm
Location: Isengard, middle earth

Re: Walls and range of sight

Post by Hardeep » Mon Jan 04, 2016 2:55 am

:lol:
There never was much hope... just a fool's hope

User avatar
DoomCarrot
Posts: 3089
Joined: Wed Mar 18, 2015 6:04 pm
Location: Commanding General's quarters, a tall keep above the mighty city of Carrot's Point

Re: Walls and range of sight

Post by DoomCarrot » Mon Jan 04, 2016 3:36 am

Hardeep wrote::lol:
Yo don't make fun of my masterpieces. :oops:
The day is coming when a single carrot, freshly observed, will set off a revolution.

User avatar
COOLguy
Posts: 4005
Joined: Sat Jul 12, 2014 2:58 am
Location: Nenuial, Arnor

Re: Walls and range of sight

Post by COOLguy » Mon Jan 04, 2016 5:02 am

That totally looks like one of my kind of diagrams. We must have learned at the same school. :)
Thanks!
Josh

Stratego (dev)
Site Admin
Posts: 9679
Joined: Fri Apr 25, 2014 9:28 pm

Re: Walls and range of sight

Post by Stratego (dev) » Mon Jan 04, 2016 5:36 am

i do not plan such "sight", however it will be weird having a non-line-of-sight sight. (turning at the corner)

User avatar
DoomCarrot
Posts: 3089
Joined: Wed Mar 18, 2015 6:04 pm
Location: Commanding General's quarters, a tall keep above the mighty city of Carrot's Point

Re: Walls and range of sight

Post by DoomCarrot » Mon Jan 04, 2016 11:41 pm

Daniel (the dev) wrote:i do not plan such "sight", however it will be weird having a non-line-of-sight sight. (turning at the corner)
Maybe it could be lit up like you can see it, and you can attack targets there, but you cannot see opponents units?

Like it is lit up, but you still cannot see the actual people behind the wall? Idk, just an idea. If you think this is not a good direction to go, I get it, your vision (get it?! I'm sorry :lol: ) for the game has been very good so far :)
The day is coming when a single carrot, freshly observed, will set off a revolution.

Stratego (dev)
Site Admin
Posts: 9679
Joined: Fri Apr 25, 2014 9:28 pm

Re: Walls and range of sight

Post by Stratego (dev) » Tue Jan 05, 2016 5:45 am

Yes. I suggest not changing this.

Post Reply

Return to “Implementeds”