Starlife
de la terre à la lune
- Joined
- Mar 2, 2010
- Messages
- 1,498
Ah yes, we need to discuss two issues: Naval and Siege units.
Do you all think it makes sense to be able to design naval and siege units, or should they be traits that you can separate from your units (Naval would allow units to go across water, Siege would provide Siege but also slow the unit down).
I do have a list of naval units I want to incorporate, if they are not being designed, from order of weakest to strongest:
Longboat
Galley
Cog
Caravel
Carrack
If we were to design Naval Units, I would have some categories of traits: Range (Quality), which means how far from the coast they can go (if at all), Armor, Weapons, and Speed.
Pro for designing Naval Units: This would allow players to create unique naval units, which means they can potentially make naval exploration one of their focuses. So instead of having 3 land units from the start, they can have 2 land units and design a unique naval unit.
Con: A whole new series of traits for Naval Units, which might be a bit mind-boggling.
Another idea is to give every player the opportunity to create 1 naval unit at the beginning. I don't like this because it wouldn't represent players who are choosing to sacrifice one of their unique land units for a naval advantage.
OR
We can have boats be detachable, separate, standardized units. Traits that can be added to units to help them travel across water, and subsequently taken off the unit (the only detachable trait). Siege could work this way, too. So you pay for boats separately, but they require at least 1 unit inside of them to travel anywhere (to sail them). Each type of boat would only be able to carry 1 unit, yet the better the ship, the more weapons, armor, and further from the coast it can go. When you attach a naval trait to a unit temporarily, you mention that in your order plans. It becomes a sort of special unit. Then when you detach it, the boat remains at the coast or in a dock.
Ideas?
Do you all think it makes sense to be able to design naval and siege units, or should they be traits that you can separate from your units (Naval would allow units to go across water, Siege would provide Siege but also slow the unit down).
I do have a list of naval units I want to incorporate, if they are not being designed, from order of weakest to strongest:
Longboat
Galley
Cog
Caravel
Carrack
If we were to design Naval Units, I would have some categories of traits: Range (Quality), which means how far from the coast they can go (if at all), Armor, Weapons, and Speed.
Pro for designing Naval Units: This would allow players to create unique naval units, which means they can potentially make naval exploration one of their focuses. So instead of having 3 land units from the start, they can have 2 land units and design a unique naval unit.
Con: A whole new series of traits for Naval Units, which might be a bit mind-boggling.
Another idea is to give every player the opportunity to create 1 naval unit at the beginning. I don't like this because it wouldn't represent players who are choosing to sacrifice one of their unique land units for a naval advantage.
OR
We can have boats be detachable, separate, standardized units. Traits that can be added to units to help them travel across water, and subsequently taken off the unit (the only detachable trait). Siege could work this way, too. So you pay for boats separately, but they require at least 1 unit inside of them to travel anywhere (to sail them). Each type of boat would only be able to carry 1 unit, yet the better the ship, the more weapons, armor, and further from the coast it can go. When you attach a naval trait to a unit temporarily, you mention that in your order plans. It becomes a sort of special unit. Then when you detach it, the boat remains at the coast or in a dock.
Ideas?