Post by Kaleel » Mon Feb 20, 2012 2:51 pm
I agree. I just spent 2 hours sending 3,500 lancers, 4,130 barbs, 650 rams on various suicide missions against barbarians w/ high-level walls, just to gain population space go recruit knights, guardians and train scholars. What a waste of time.
And to answer the question of why I trained them in the first place, the answer is I didn't -- these are armies I've inherited from conquests.
I would gladly accept a function that would allow the retraining/conversion of troops for an in-game price. For example:[INDENT]
To recruit a Lancer, you need: 60 lumber, 30 clay, 20 iron.
To recruit a Sentry, you need: 30 lumber, 50 clay, 80 iron.
To recruit a Knight, you need: 170 lumber, 140 clay, 220 iron.
(Population cost is not a factor in this transfer).
[/INDENT]
So, if you currently have 3,000 Lancers that you want to convert to a combination of Sentries and Knights, then:
3,000 Lancers = investment of 180,000 lumber, 90,000 clay, 60,000 iron. The least amount of resources invested is that of the 60,000 iron, so this determines what you can possible convert to (the remaining resources are lost to the player as part of the "price/cost" of conversion):[INDENT]
60,000 iron can yield any one of the following:
-750 Sentries, or
-272 Knights
[/INDENT]
If you chose to convert to, say, 300 sentries, then the remaining "balance" of iron available for conversion is:[INDENT]300 Sentries x 80 iron per Sentry = 24,000 iron "cost"
[/INDENT]
[INDENT] 60,000 iron - 24,000 iron "cost" of Sentry conversion = 36,000 iron remaining
36,000 iron remaining can yield any one of the following:
-450 Sentries (costs 80 iron each), or
-163 Knights (costs 220 iron each).
[/INDENT]
So now you can do 163 Knights (or a smaller value). The remaining resources of lumber and clay which are not used during the conversion are lost as part of the "price" you pay for the transaction, just like how you don't get to recuperate the excess resources when you demolish a building.
And the time it takes to retrain troops should be equivalent to the recruitment time of the desired troop type based on the player's current barracks/stable/workshop level, as in the following example (I'm just making up arbitrary time values here):[INDENT]
1 Lancer = 1 minute recruitment time.
1 Sentry = 1.5 minutes recruitment time.
1 Knight = 3 minutes recruitment time.
Converting/retraining 1,000 Lancers:
-300 Sentries = 300 x 1.5 minutes = 450 minutes = 7.50 HRS
-163 Knights = 163 x 3 minutes = 489 minutes = 8 HRS 9 MIN.
[/INDENT]
This makes the conversation equitable in-game so there's no need to fear of people mass-changing their 10,000 lancers into 8,000 knights or whatever. Sure, the cost my seem prohibitive, but it's surely an improvement over not having a choice at all (the current state) and having to suicide troops to reclaim population room.
As to how this user interface could work, I recommend that it should be an extra tab in the barracks/stable/workshop user interface. The interface would be similar to the one used in the market (where you get to choose to convert between resource types) and might look like this (but better, of course!).
EDIT NOTE: The player would have to choose a troop type in the left-hand "Choose One"column, and that selection would drive the calculations to display values in the "Possible Yield" column:
[TABLE="class: grid, width: 844, align: left"]
[TR]
[TD]Choose[CENTER]One
[/CENTER]
[/TD]
[TD]Available Troops
[/TD]
[TD]Possible Yield
[/TD]
[TD]Actual Conversion
[/TD]
[/TR]
[TR]
[TD]X[/TD]
[TD]Lancer: 3,000 (or amount shown by slider bar)
<Total shown here>
<--Slider bar-->[/TD]
[TD]Lancer: <Total shown here>[/TD]
[TD]Lancer: (amount shown by slider bar)
<--Slider bar-->[/TD]
[/TR]
[TR]
[TD][/TD]
[TD]Beserker: Amount determined by slider bar
<Total shown here>
<--Slider bar-->[/TD]
[TD]Beserker: <Total shown here>[/TD]
[TD]Beserker: (amount shown by slider bar)
<--Slider bar-->[/TD]
[/TR]
[TR]
[TD][/TD]
[TD]Scout: Amount determined by slider bar
<Total shown here>
<--Slider bar-->[/TD]
[TD]Scout: <Total shown here>[/TD]
[TD]Scout: (amount shown by slider bar)
<--Slider bar-->[/TD]
[/TR]
[TR]
[TD][/TD]
[TD]Knight: Amount determined by slider bar
<Total shown here>
<--Slider bar-->[/TD]
[TD]Knight: 272
[/TD]
[TD]Knight: 163 (or amount shown by slider bar)
<--Slider bar-->[/TD]
[/TR]
[TR]
[TD][/TD]
[TD]Guardian: Amount determined by slider bar
<Total shown here>
<--Slider bar-->[/TD]
[TD]Guardian: <Total shown here>[/TD]
[TD]Guardian: (amount shown by slider bar)
<--Slider bar-->[/TD]
[/TR]
[TR]
[TD][/TD]
[TD]Ram: Amount determined by slider bar
<Total shown here>
<--Slider bar-->[/TD]
[TD]Ram: <Total shown here>[/TD]
[TD]Ram: (amount shown by slider bar)
<--Slider bar-->[/TD]
[/TR]
[TR]
[TD][/TD]
[TD]Ballista: Amount determined by slider bar
<Total shown here>
<--Slider bar-->[/TD]
[TD]Ballista: <Total shown here>[/TD]
[TD]Ballista: (amount shown by slider bar)
<--Slider bar-->[/TD]
[/TR]
[/TABLE]
Just a thought.
-Kaleel
Edited on 2012-02-23 THU to correct math conversion values. Thanks, Thorvaald!
I agree. I just spent 2 hours sending 3,500 lancers, 4,130 barbs, 650 rams on various suicide missions against barbarians w/ high-level walls, just to gain population space go recruit knights, guardians and train scholars. What a waste of time.
And to answer the question of why I trained them in the first place, the answer is I didn't -- these are armies I've inherited from conquests.
I would gladly accept a function that would allow the retraining/conversion of troops for an in-game price. For example:[INDENT]
To recruit a Lancer, you need: 60 lumber, 30 clay, 20 iron.
To recruit a Sentry, you need: 30 lumber, 50 clay, 80 iron.
To recruit a Knight, you need: 170 lumber, 140 clay, 220 iron.
(Population cost is not a factor in this transfer).
[/INDENT]
So, if you currently have 3,000 Lancers that you want to convert to a combination of Sentries and Knights, then:
3,000 Lancers = investment of 180,000 lumber, 90,000 clay, 60,000 iron. The least amount of resources invested is that of the 60,000 iron, so this determines what you can possible convert to (the remaining resources are lost to the player as part of the "price/cost" of conversion):[INDENT]
60,000 iron can yield any one of the following:
-750 Sentries, or
-272 Knights
[/INDENT]
If you chose to convert to, say, 300 sentries, then the remaining "balance" of iron available for conversion is:[INDENT]300 Sentries x 80 iron per Sentry = 24,000 iron "cost"
[/INDENT]
[INDENT] 60,000 iron - 24,000 iron "cost" of Sentry conversion = 36,000 iron remaining
36,000 iron remaining can yield any one of the following:
-450 Sentries (costs 80 iron each), or
-163 Knights (costs 220 iron each).
[/INDENT]
So now you can do 163 Knights (or a smaller value). The remaining resources of lumber and clay which are not used during the conversion are lost as part of the "price" you pay for the transaction, just like how you don't get to recuperate the excess resources when you demolish a building.
And the time it takes to retrain troops should be equivalent to the recruitment time of the desired troop type based on the player's current barracks/stable/workshop level, as in the following example (I'm just making up arbitrary time values here):[INDENT]
1 Lancer = 1 minute recruitment time.
1 Sentry = 1.5 minutes recruitment time.
1 Knight = 3 minutes recruitment time.
Converting/retraining 1,000 Lancers:
-300 Sentries = 300 x 1.5 minutes = 450 minutes = 7.50 HRS
-163 Knights = 163 x 3 minutes = 489 minutes = 8 HRS 9 MIN.
[/INDENT]
This makes the conversation equitable in-game so there's no need to fear of people mass-changing their 10,000 lancers into 8,000 knights or whatever. Sure, the cost my seem prohibitive, but it's surely an improvement over not having a choice at all (the current state) and having to suicide troops to reclaim population room.
As to how this user interface could work, I recommend that it should be an extra tab in the barracks/stable/workshop user interface. The interface would be similar to the one used in the market (where you get to choose to convert between resource types) and might look like this (but better, of course!).
EDIT NOTE: The player would have to choose a troop type in the left-hand "Choose One"column, and that selection would drive the calculations to display values in the "Possible Yield" column:
[TABLE="class: grid, width: 844, align: left"]
[TR]
[TD][b]Choose[/b][CENTER][b]One[/b]
[/CENTER]
[/TD]
[TD][b]Available Troops
[/b][/TD]
[TD][b]Possible Yield
[/b][/TD]
[TD][b]Actual Conversion
[/b][/TD]
[/TR]
[TR]
[TD]X[/TD]
[TD]Lancer: 3,000 (or amount shown by slider bar)
<Total shown here>
<--Slider bar-->[/TD]
[TD]Lancer: <Total shown here>[/TD]
[TD]Lancer: (amount shown by slider bar)
<--Slider bar-->[/TD]
[/TR]
[TR]
[TD][/TD]
[TD]Beserker: Amount determined by slider bar
<Total shown here>
<--Slider bar-->[/TD]
[TD]Beserker: <Total shown here>[/TD]
[TD]Beserker: (amount shown by slider bar)
<--Slider bar-->[/TD]
[/TR]
[TR]
[TD][/TD]
[TD]Scout: Amount determined by slider bar
<Total shown here>
<--Slider bar-->[/TD]
[TD]Scout: <Total shown here>[/TD]
[TD]Scout: (amount shown by slider bar)
<--Slider bar-->[/TD]
[/TR]
[TR]
[TD][/TD]
[TD]Knight: Amount determined by slider bar
<Total shown here>
<--Slider bar-->[/TD]
[TD]Knight: 272
[/TD]
[TD]Knight: 163 (or amount shown by slider bar)
<--Slider bar-->[/TD]
[/TR]
[TR]
[TD][/TD]
[TD]Guardian: Amount determined by slider bar
<Total shown here>
<--Slider bar-->[/TD]
[TD]Guardian: <Total shown here>[/TD]
[TD]Guardian: (amount shown by slider bar)
<--Slider bar-->[/TD]
[/TR]
[TR]
[TD][/TD]
[TD]Ram: Amount determined by slider bar
<Total shown here>
<--Slider bar-->[/TD]
[TD]Ram: <Total shown here>[/TD]
[TD]Ram: (amount shown by slider bar)
<--Slider bar-->[/TD]
[/TR]
[TR]
[TD][/TD]
[TD]Ballista: Amount determined by slider bar
<Total shown here>
<--Slider bar-->[/TD]
[TD]Ballista: <Total shown here>[/TD]
[TD]Ballista: (amount shown by slider bar)
<--Slider bar-->[/TD]
[/TR]
[/TABLE]
Just a thought.
-Kaleel
Edited on 2012-02-23 THU to correct math conversion values. Thanks, Thorvaald!