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meeting place of barracks should be settable all over the map

Open codingberlin opened this issue 8 years ago • 8 comments

In distinction to e.g. wood cutters where it is good that the gathering point can't be set too far away it is not helpful that you can set the meeting point of the barrack only near by.

e.g. on maps like river or alien I would like to set the meeting point to my only entrance to my land in the middle game and later when I attack directly to my enemies land.

codingberlin avatar Jan 23 '16 13:01 codingberlin

I thought the same thing. But here's the problem: do we really want to change all the little things that could be better than in the original? Another example: You could include a lot of statistics or messages that help you manage your economy a lot better. But do we want that?

I don't even think that we shouldn't, but you should really think about it..

DerKrawallkeks avatar Jan 24 '16 17:01 DerKrawallkeks

This is one of the things we even intended to do: Make things better.

michaelzangl avatar Jan 24 '16 21:01 michaelzangl

I thought the same thing. But here's the problem: do we really want to change all the little things that could be better than in the original? Another example: You could include a lot of statistics or messages that help you manage your economy a lot better. But do we want that?

In doubt, helpers can be implemented with an option which can be configured by the player or the developers when there's need for fine-tuning/balancing. Currently (before the first release) I wouldn't bother implementing as many great tools as come to mind.

krichter722 avatar Jan 24 '16 21:01 krichter722

@DerKrawallkeks: Yes, we really want to improve the game, so this issue is definitely in. Stuff like extended statistics could be added as well, but like @krichter722 said, stuff like that is far down the priority list.

andreas-eberle avatar Jan 27 '16 11:01 andreas-eberle

Is it a possibility to enhance the settings menu to disable or enable certain features? Perhaps then both people are happy.

Ne-X-uS avatar Mar 09 '17 07:03 Ne-X-uS

But then on the other hand, In the original S3 you had to observe your colony for potential issues with your economy like: I see that my vineyard doesn't produce much wine, therefore I think I put it in wrong place. But when we are being informed about every little thing then:

  1. Too many messages (to me it was already annoying in the original S3)
  2. We become lazy about taking care of our economy because the game will tell us everything so we don't need to check anything.

PaweX avatar Jan 09 '19 00:01 PaweX

@PaweX A compromise between "nothing at all" and "too many" of anything is making things configurable - not always a good option for a game, but in this case an option with 1 to 3 degrees between any imaginable message and none is a good solution.

krichter722 avatar Jan 09 '19 18:01 krichter722

Yes. Personally I would use the solution from Settlers IV where we can switch off specific messages. Also it would be nice if we can set in options to choose between classic (from original S3) way of messages appear and the new one.

PaweX avatar Jan 09 '19 22:01 PaweX