View Poll Results: Which concept should we use?

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  • Concept 1: Two-way system

    20 90.91%
  • Concept 2: One-way system

    2 9.09%
  • Other, please specify

    0 0%
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Thread: Unit Recruitment System

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  1. #1

    Default Unit Recruitment System

    ROP unit recruitment

    We're trying to decide how our unit recruitment will take place. We already decided that we'll use an AOR kind of system, but just not which. I've written two concepts, both based on other mods, and I hope this discussion will lead to a system that will satisfy as many people as possible.

    Concept 1:

    This concept is rougly based on what I believe to be Fourth Age: TW's idea of recruitment. First, you conquer the city, and build the first level in the tree. Then you get to choose for either Colonization or Assimilation.

    Colonization:
    At level one, you can build some basic units from your own tech tree, in combination with the necessary buildings (barracks etc). This will take 4 turns to build. At level 2, you get access to your entire tech tree, still in combination with barracks etc. This will take 8 turns to accomplish.

    Assimilation:
    At level one, you can build some basic units from the tech tree of the region you conquered, ie Babylonian units recruitable if you're playing as Persia. Level two gives you access to either most units of the native tech tree, or your own elite units. This is a discussion point, so please help us out here!

    Assimilation gives a law bonus, because people may like it that their own armies still walk in their towns, just under other leadership. Colonization can give a growth bonus, simulating the effect of foreign (your) men colonizing the city. But also gives a law penalty, due to your men walking there. All these points are open to discussion, they require more brainstorming than just mine

    Concept 2:

    This concept is exactly the RTR 6 concept.
    First, you can build auxilia based on a faction. When reaching the Barracks, you get access to your own faction's units. You'll never build other faction's units, just auxilia. There is also being made use of trade and law bonuses.


    Personally, I like concept 1 better, giving you a choise between assimilation and colonization, radically changing the way of warfare. Concept 2 gives you no choise, it's just a one-directional path of recruitment.
    When using concept 1, we could also give factions a certain 'direction', like making the assimilation building uberly expensive or something like that.

    These are my concepts and discussion. I hope you guys will give us some great input, or even new concepts. It's really important to have a system that will also satisfy the people playing our mod, since it'd be a whole lot of coding for nothing if you don't like it. So go ahead and post
    Automating RTW Coding and Balancing with PHP and MySQL (online)

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    Latest RoP Release: ROP v2.2
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  2. #2

    Default Re: Unit Recruitment System

    Both of them have their advantages but the first one looks more fun...

  3. #3

    Default Re: Unit Recruitment System

    That's what I thought too, it gives you a choise. Could u help us brainstorming? Or is the first concept already perfect..
    Automating RTW Coding and Balancing with PHP and MySQL (online)

    Lead developer of:

    Latest RoP Release: ROP v2.2
    Under the Patronage of the magnificent Rez

  4. #4

    Default Re: Unit Recruitment System

    I voted for Concept 1: Two-way system. That reminds me of creature recruiting in Heroes of Might and Magic IV. I always like the system where I need to pick one instead of having them all.

  5. #5

    Default Re: Unit Recruitment System

    Voted for 1.
    Second system looked good and progressive in comparison with ugly vanilla system, but the first looks much more interesting and fresh.

    Historian for "Rus Total War"
    "Rus Total War" official forum



  6. #6

    Default Re: Unit Recruitment System

    Voted 1 as well, for similar reasons mentioned already.
    Proud member of Rise of Persia
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  7. #7

    Default Re: Unit Recruitment System

    Hi folks,

    I vote for a hybrid of Concepts 1 & 2.

    How's that?!
    Best of both worlds

    Hellas1 later.

  8. #8

    Default Re: Unit Recruitment System

    I kind of desagree with the law bonus of assimilation, historicly, armies of conquered were not to be trusted and would give population an idea that they would still have power to revolt at any time. that said, I believe that in this particular time it was natural to raise armies of the best units of the conquered people to figth as allies, so, I vote for concept 1

  9. #9

    Default Re: Unit Recruitment System

    Try and build in penalties for buildings as well as bonuses, so any buildings are seen as trade offs. eg, build this, lose recruitment of these but gain recruitment of these. perhaps gain law bonus, lose some income.
    Last edited by rez; May 11, 2006 at 05:27 PM.

  10. #10
    Aetius's Avatar Vae victis
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    Default Re: Unit Recruitment System

    I voted for concept 2 as it is easier to contol and use properly. In concept 1: the obvious route every time is to pick assimalation. You get what you want and law bonus. Colonization gives
    growth+unrest=rebellion.

    I like the linear path better, but if it comes down to it I won't mind concept 1 either.

    EDIT: Whoa, didn't read the "only build auxila" thing on Conscept 2. I would actually favor Concept 2 but with the first levels being local troops.
    Blut und Boden

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