Plantation Battles
Posted: Wed Oct 02, 2024 6:58 pm
I am pretty much aligned with Haron's position here: viewtopic.php?f=5&t=5414
Plantations initial design had natural disasters. This was never implemented.
The only limit right now in Plantations, is to conquer the port of the player you want to stop and stop giving them operation permissions.
A bit difficult to do in many ports, not everyone's piece of cake and surely you can be stopped.
I am aligning more with a plantations battle feature. Here is a brief overview:
How attacking works
Initially, we will keep things simple.
Choice 1)Type of attack
3 types of attack: Pillage, Regular, Full Out Attack
Pillage: You only loot resources and workers. These are automatically converted to base price. Resources are lost and you gain gold.
Regular: You win some acres / infrastructure from the defending plantation.
Siege: You win more acres /infrastructure from the defending plantation.
Choice 2)How many workers you will send
You choose how many workers to send. Your guard houses at the port grant combat bonuses.
Workers already have some useful stats that can be used. We will simply add one more: Battle Experience.
For attacking, players will need to prepare an army. This will cost turns, relevant to the army size. The workers in army will not work any longer , until army is disbanded.
Choice 3) Orders
You will be given a list of orders to give to your attacking army. Perhaps something along "Fight till death", "Take Risks", "Attack Safely", "Hit and Run", etc. The basis idea is to control your expectations of earning versus your expectation of losses. Fight till death is high reward, high risk while Hit and Run is Low reward, low risk.
Start of attack
So, once the attacking player has made his choices, the attack will start. We are a hybrid game in turns of time management. We got both turns and real time. This is what we will do here as well. An attack here will cost both turns and real time. So, once you set your orders, you will pay some turns and your army will march for some time before attack actually happens. You will need to pay turns to stop the march.
There will be a countdown clock to attack. We need to define times. Since we already have Stamina, we do not need to limit this in any other way. Using your workers to attack will have a bit toll on their stamina. We will require a minimum stamina for any attack to start and stamina will also play a role in the battle engine (details later).
An attack event will be recorded in the Global events and players will be able to spectate its progress. This will be strategic because if I have a standing army, ready to attack, this could be a good time to do it; either attack the same target or the aggressor.
Defending Plantations
Before we get into what actually happens in battle, let's see the options of the defender.
First of all, all plantations will have a passive defense with ALL their workers. So, when a plantation is attacked, the plantation workers plus any raised armies will engage. The workers will still have, utilize and earn battle experience. However, workers in an army will utilize it better and earn a bit more.
Secondly, all plantation will have default strategies that will be relevant with the incoming size of the attack. We will use a simulator that will feed the game engine. The simulator will run a test and determine a winner. The result of this simulation will be used for the defending player.
The scnarios will be:
a)If the army is superior (at the simulation result, the defender lost easily)
b)If the army is similar (at the simulation result, it was a close call)
c)If the attacking army is inferior (at the simulation result, the defender won easily)
For each scenario, the player will choose how he wants to handle it:
a)Bribe (At this scenario, the attacking player will get reduced earnings, but at no battle)
b)Preserve (At this scenario, the attacking player, if victorious will get reduced earnings and the defender will get reduced casualties)
c)Fight (At this scenario, the attacking player, if victorious, will get normal earnings and the defener will get normal casualties.
We can expand these with more options in the future. Or make it more spicey, ie hiring a strategist (who will define the accuracy of the simulation). The better the strategist, the better the results.
Actual Battle
Once all settings are set in and the time comes, the battle will take place. I believe that battles should last. In this way we will be able to add more parties in the ongoing battle (ie allies sending troops to help). Or any other modifications. When I mean last, I mean last for a long time, hours, even a day. Perhaps this should be relative to how big the defending plantation is and how large the facing armies. These will be calculated during battle.
The battles will be bloody. There will be significant losses to workers and this will be the number 1 loss. There will be a handicap to the attacker when it comes to casualties.
To calculate winner, we will use ratios, dependable on size and options. For example, for a full win (siege , fight till death versus fight scenario) the highest ratio will be needed (it could be 3:1 perhaps, we will need to work numbers out).
Besides weakening the opponent (fewer workers, fewer production) , the attacker will stand to benefit from earnings as well. There will be good fame rewards. Then depending on the attack type, they will get extra rewards. When winning acres, these will be removed from the defending player and added to the attacking. If the defender is paying a rent for these acres, he will continue doing so while the attacker will get these for free.
The #1 deciding factor in the initial form of this feature, will be amount of workers able to attack.
I am not much in favor of limiting attacks and such. If someone has came and wrecked your plantation, then no one but you can protect you against a new foe. The only form of protectionism will come from the following sources:
-Allies (this will be coded since start, they will be able to send troops to help you)
-Nations (later on we can allow nations to raise armies to protect automatically - conditions will apply)
-Voodoo (later on we can create dedicated voodoo for this)
These are notes mostly. I am fairly sure I had notes written for this before, but I could not find them. So, I rewritten them. This needs a lot of thought but I am interested in making this a reality. Implementation of this module cannot be before any of the suggested major features here: viewtopic.php?f=5&t=5873
The implementation will be surely after these. It would be great if we could forward this so it can be the next in line.
Plantations initial design had natural disasters. This was never implemented.
The only limit right now in Plantations, is to conquer the port of the player you want to stop and stop giving them operation permissions.
A bit difficult to do in many ports, not everyone's piece of cake and surely you can be stopped.
I am aligning more with a plantations battle feature. Here is a brief overview:
How attacking works
Initially, we will keep things simple.
Choice 1)Type of attack
3 types of attack: Pillage, Regular, Full Out Attack
Pillage: You only loot resources and workers. These are automatically converted to base price. Resources are lost and you gain gold.
Regular: You win some acres / infrastructure from the defending plantation.
Siege: You win more acres /infrastructure from the defending plantation.
Choice 2)How many workers you will send
You choose how many workers to send. Your guard houses at the port grant combat bonuses.
Workers already have some useful stats that can be used. We will simply add one more: Battle Experience.
For attacking, players will need to prepare an army. This will cost turns, relevant to the army size. The workers in army will not work any longer , until army is disbanded.
Choice 3) Orders
You will be given a list of orders to give to your attacking army. Perhaps something along "Fight till death", "Take Risks", "Attack Safely", "Hit and Run", etc. The basis idea is to control your expectations of earning versus your expectation of losses. Fight till death is high reward, high risk while Hit and Run is Low reward, low risk.
Start of attack
So, once the attacking player has made his choices, the attack will start. We are a hybrid game in turns of time management. We got both turns and real time. This is what we will do here as well. An attack here will cost both turns and real time. So, once you set your orders, you will pay some turns and your army will march for some time before attack actually happens. You will need to pay turns to stop the march.
There will be a countdown clock to attack. We need to define times. Since we already have Stamina, we do not need to limit this in any other way. Using your workers to attack will have a bit toll on their stamina. We will require a minimum stamina for any attack to start and stamina will also play a role in the battle engine (details later).
An attack event will be recorded in the Global events and players will be able to spectate its progress. This will be strategic because if I have a standing army, ready to attack, this could be a good time to do it; either attack the same target or the aggressor.
Defending Plantations
Before we get into what actually happens in battle, let's see the options of the defender.
First of all, all plantations will have a passive defense with ALL their workers. So, when a plantation is attacked, the plantation workers plus any raised armies will engage. The workers will still have, utilize and earn battle experience. However, workers in an army will utilize it better and earn a bit more.
Secondly, all plantation will have default strategies that will be relevant with the incoming size of the attack. We will use a simulator that will feed the game engine. The simulator will run a test and determine a winner. The result of this simulation will be used for the defending player.
The scnarios will be:
a)If the army is superior (at the simulation result, the defender lost easily)
b)If the army is similar (at the simulation result, it was a close call)
c)If the attacking army is inferior (at the simulation result, the defender won easily)
For each scenario, the player will choose how he wants to handle it:
a)Bribe (At this scenario, the attacking player will get reduced earnings, but at no battle)
b)Preserve (At this scenario, the attacking player, if victorious will get reduced earnings and the defender will get reduced casualties)
c)Fight (At this scenario, the attacking player, if victorious, will get normal earnings and the defener will get normal casualties.
We can expand these with more options in the future. Or make it more spicey, ie hiring a strategist (who will define the accuracy of the simulation). The better the strategist, the better the results.
Actual Battle
Once all settings are set in and the time comes, the battle will take place. I believe that battles should last. In this way we will be able to add more parties in the ongoing battle (ie allies sending troops to help). Or any other modifications. When I mean last, I mean last for a long time, hours, even a day. Perhaps this should be relative to how big the defending plantation is and how large the facing armies. These will be calculated during battle.
The battles will be bloody. There will be significant losses to workers and this will be the number 1 loss. There will be a handicap to the attacker when it comes to casualties.
To calculate winner, we will use ratios, dependable on size and options. For example, for a full win (siege , fight till death versus fight scenario) the highest ratio will be needed (it could be 3:1 perhaps, we will need to work numbers out).
Besides weakening the opponent (fewer workers, fewer production) , the attacker will stand to benefit from earnings as well. There will be good fame rewards. Then depending on the attack type, they will get extra rewards. When winning acres, these will be removed from the defending player and added to the attacking. If the defender is paying a rent for these acres, he will continue doing so while the attacker will get these for free.
The #1 deciding factor in the initial form of this feature, will be amount of workers able to attack.
I am not much in favor of limiting attacks and such. If someone has came and wrecked your plantation, then no one but you can protect you against a new foe. The only form of protectionism will come from the following sources:
-Allies (this will be coded since start, they will be able to send troops to help you)
-Nations (later on we can allow nations to raise armies to protect automatically - conditions will apply)
-Voodoo (later on we can create dedicated voodoo for this)
These are notes mostly. I am fairly sure I had notes written for this before, but I could not find them. So, I rewritten them. This needs a lot of thought but I am interested in making this a reality. Implementation of this module cannot be before any of the suggested major features here: viewtopic.php?f=5&t=5873
The implementation will be surely after these. It would be great if we could forward this so it can be the next in line.