hwoarangmy {l Wrote}:Last but not least, I remember that in DK, every creature were not as good when using a room as others. For example, a troll was good in the forge but a black mistress was not. Do we want to have something similar (IMO, it would be a good thing). If so, how do we handle that ?
That's also the ideas I had. Good to see we all go to the same point. That may not be too stupidAkien {l Wrote}:Maybe we can reuse the exact same values that for the idle behaviour? Or if it doesn't make sense (maybe we want some creatures to go a lot to the training room, but not necessarily to be the quickest to train on top of that), maybe add an optional second numeric value that would define their "skill" at using this room, e.g.:
Forge 5 3
TrainingHall 2 2
Good reminder but it was also clear in my mind that we were not talking about theses rooms. They will be hardcoded to not allow any creature to go there so giving any value won't change anythingBertram {l Wrote}:I like hwoarangmy's proposal, while I'd make an exception with dormitory and hatchery, or at least the default value for these rooms shouldn't be 0, IMHO.
Ok, so I think we all agree on solution 2. So, here is my final proposition. if everybody agrees, I will open an issue on github:Bertram {l Wrote}:IMHO, this should be defined next to the dig, and claim rates. And also a default value of maybe 0 should be defined for special rooms.
Last but not least, a creature with a specific room use rate set to 0 shouldn't use that room, just like they don't dig/claim when their corresponding rates are 0.
I wouldn't merge the room likeliness and efficiency values together in case you already thought about it, since we might want to have creatures that are, for instance, good at the forge but prefer go to eat, or be tortured.
We agree ^^ That's why there is "fighter" in the titleBertram {l Wrote}:EDIT: Workers shouldn't follow this logic at all. Do we agree? Or is there something else planned?
Do we want leveled creatures to work better than not leveled ones ? IMHO, experience is already the most important since creature battle skills depends on it. Moreover, when they will get skills, they might get speed boost.Danimal {l Wrote}:On a second read your proposal is simple and good, but lacks the upgrades on room production that a leveled up creature would have over a lv 1 .
If there is no increase in work ability with the level, then players would keep lvl 1 creatures in their room and put the high level creatures in battle, there's less place for fine-tuning of the strategy :-)
If there is no increase in work ability with the level, then players would keep lvl 1 creatures in their room and put the high level creatures in battle, there's less place for fine-tuning of the strategy :-)
Well, in my idea, it was the rooms, not the concept used. If you prefer, we can use such kinds of specialisation. But it will add an extra step of defining which room is associated with which concept (Forge with Blacksmith, Research with Library).Bertram {l Wrote}:I mean: BlackSmith, Research, Mysticism to stay in line with the modding jargon.
Blacksmithing, Research, Mysticism (concepts)
or:
Blacksmith, Researcher (or Scholar), Mystic (persons)
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