Re: Official KaM Remake Ideas topic
PostPosted: 15 Mar 2017, 09:52
Good morning!
Always the ideas into this topic:D
Ralley point for the Idle serfs.
I think to everybody understand what I mean. This would be a point where the idle serfs would wait their jobs. Of course it would maybe change the gamemechanic of the serfs, but it could be optional also. Select a ralley point or use the original method.
-when mass idle serfs are waiting around the barrack and still lots of serfs are wanting to go in and many units want to coming out is a very problematinc situation mainly if your barrack is in deeply in the city or in a closed position next to edge of the map or edges of the map.
Cons:
-Could change the serfs mechanic
-possible a/the serf would start his job later because would need to rich the ralley point. (If coud pick job under the travelling/moving to the ralley point could be nice or if somebody would use this trick then this travelling time be the cost of this process...)
Pros:
-There are some buildings which are overused (Resturante,Barrack and Storehouse etc...)
-Sometimes players have more serfs than a village needs so the idle serfs are mostly waiting around next to busy buildings.
-The idle serfs can be reasons to create huge traffic jams
-Idle serfs reserving the narrow streets creating mass traffic jams so these idle serfs immediately would go to their rally point which would be freely chosen in the village
-the ralley point for serfs could help to reduce traffic jams around these buildings
-LEss blocinkg effect by the idle serfs
The real solutions at this moment:
-well cityplans
-Barrack at the edge of the city with huge space around for the idle serfs and the trained untis could not distrub each other
-double road into two directions in front of th barrack
-double road in front of the inn and storehouse.(these are mostly necesarry)
PS: An upgraded idea the backdoor to the barracks. It is under testphase in a dynamic script now where a group of units are added to the topside of the barrack when that is walkable. So theoreticaly the barrack has 2 entrances:
one for the citizens and one for the soilders (yeah that is rather like an exit point)
Always the ideas into this topic:D
Ralley point for the Idle serfs.
I think to everybody understand what I mean. This would be a point where the idle serfs would wait their jobs. Of course it would maybe change the gamemechanic of the serfs, but it could be optional also. Select a ralley point or use the original method.
-when mass idle serfs are waiting around the barrack and still lots of serfs are wanting to go in and many units want to coming out is a very problematinc situation mainly if your barrack is in deeply in the city or in a closed position next to edge of the map or edges of the map.
Cons:
-Could change the serfs mechanic
-possible a/the serf would start his job later because would need to rich the ralley point. (If coud pick job under the travelling/moving to the ralley point could be nice or if somebody would use this trick then this travelling time be the cost of this process...)
Pros:
-There are some buildings which are overused (Resturante,Barrack and Storehouse etc...)
-Sometimes players have more serfs than a village needs so the idle serfs are mostly waiting around next to busy buildings.
-The idle serfs can be reasons to create huge traffic jams
-Idle serfs reserving the narrow streets creating mass traffic jams so these idle serfs immediately would go to their rally point which would be freely chosen in the village
-the ralley point for serfs could help to reduce traffic jams around these buildings
-LEss blocinkg effect by the idle serfs
The real solutions at this moment:
-well cityplans
-Barrack at the edge of the city with huge space around for the idle serfs and the trained untis could not distrub each other
-double road into two directions in front of th barrack
-double road in front of the inn and storehouse.(these are mostly necesarry)
PS: An upgraded idea the backdoor to the barracks. It is under testphase in a dynamic script now where a group of units are added to the topside of the barrack when that is walkable. So theoreticaly the barrack has 2 entrances:
one for the citizens and one for the soilders (yeah that is rather like an exit point)