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Re: Speeding up the early game
PostPosted: 20 Aug 2012, 14:16
by Jordansky
I don't think that this is an issue of the game mechanics. If players like faster games, choose a map where there is already a stonemason and a woodcutter. there are some. In my opinion this wood be the easiest solution for the problem. And if users want more maps with preset building, they can create one and send it to the development team. why changing the gamemechanics for everybody if you can customize it via the map creation.
Re: Speeding up the early game
PostPosted: 28 Feb 2013, 07:27
by Krom
Okay, after a long break the plan is as follows:
Store unlocks Inn and School
Inn unlocks nothing
School unlocks Quarry and Woodcutters
Quarry unlocks Tower
Woodcutters unlock Sawmill
after that everything is unchanged and works as before
Re: Speeding up the early game
PostPosted: 28 Feb 2013, 07:51
by Jeronimo
Yes, It's fine. The main goal was making Inn optional, not an obligated building at start.
It always takes 4 slow minutes, and resources that could be invested in 2 quarries or woodcutters (5 stone/6 timber).
Re: Speeding up the early game
PostPosted: 28 Feb 2013, 08:06
by FeyBart
Don't you technically still need a sawmill before you build towers? I could see beginners on SP thinking "Hey, let's go for defense", spam towers around and not having enough wood for the sawmill. This might not be an objection at all, I know, but I was just suggesting.
Re: Speeding up the early game
PostPosted: 28 Feb 2013, 08:20
by Krom
Requiring sawmill would break TSK08 mission, where you must build half a dozen of Towers asap to deflect warriors attack.
As said on previous page - one can spend all the stone and wood on building roads and storehouses anyway ) So let that be a lesson to towerspammers, that they need resource production too.
Re: Speeding up the early game
PostPosted: 28 Feb 2013, 08:24
by Jeronimo
Don't you technically still need a sawmill before you build towers? I could see beginners on SP thinking "Hey, let's go for defense", spam towers around and not having enough wood for the sawmill. This might not be an objection at all, I know, but I was just suggesting.
It's that way already now. Quarry unlocks Towers.
If a beginner screws it as you described, then he will learn from mistakes (unless he has serious mental disorders).
Re: Speeding up the early game
PostPosted: 28 Feb 2013, 08:25
by FeyBart
Requiring sawmill would break TSK08 mission, where you must build half a dozen of Towers asap to deflect warriors attack.
As said on previous page - one can spend all the stone and wood on building roads and storehouses anyway ) So let that be a lesson to towerspammers, that they need resource production too.
(...)
It's that way already now. Quarry unlocks Towers.
And your ultra-beginner example is quite unreal.
Even if that happens some time, then he will learn from mistakes (unless he has serious mental disorders).
Okay, I guess that answers my question.
Re: Speeding up the early game
PostPosted: 28 Feb 2013, 10:07
by Lewin
Okay, after a long break the plan is as follows:
Store unlocks Inn and School
Inn unlocks nothing
School unlocks Quarry and Woodcutters
Quarry unlocks Tower
Woodcutters unlock Sawmill
after that everything is unchanged and works as before
Sounds ok to me

Re: Speeding up the early game
PostPosted: 28 Feb 2013, 10:35
by FeyBart
I agree. This should speed up the beginning a little.
Re: Speeding up the early game
PostPosted: 28 Feb 2013, 10:38
by Krom
Implemented

Re: Speeding up the early game
PostPosted: 28 Feb 2013, 11:20
by The Dark Lord
WAIT what?! I didn't even have time to complain!

Re: Speeding up the early game
PostPosted: 28 Feb 2013, 11:22
by FeyBart
Haha. Is there a need to?

Re: Speeding up the early game
PostPosted: 28 Feb 2013, 11:28
by dicsoupcan
you are too late tdl

but this will speed up basebuilding indeed, you can see a notable difference already between a map where the woodcutter and stonemasons are already unlocked (back in the desert) and one where you need to make an inn first.
Re: Speeding up the early game
PostPosted: 28 Feb 2013, 11:34
by The Dark Lord
Yeah, I don't see a reason to make this standard; map makers can decide if they want to unlock other buildings at the start. Neither do I see a reason to 'speed the game up' anyway, with all the rush strategies these times a game hardly takes longer than 1:30.
Not even mentioning that some noobs might forget to build an inn and have some villagers dying. Oh the irony!

Re: Speeding up the early game
PostPosted: 28 Feb 2013, 12:32
by Da Revolution
I'm not sure if this is needed, it will change the feeling of certain maps i guess. You might be 4 minutes faster, but that doesn't make such a big difference. Also adjustable speed will make the games faster, so probably that option needs to be tested first before changing the order of the buildings being unlocked i guess.