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Day and night

Posted: Fri May 29, 2020 4:21 pm
by andysensei
Brainstorm time...

Having two settings, perhaps 6 or 7 turns of day followed by 3 or 4 turns of night might hake for some interesting strategy.

Much reduced line of sight for most units could allow people to sneak up on others during the night.

Specialist night units or night variants of regular units could be an option for players... These units could carry torches to provide daytime conditions for a limited area... Or they could just be well trained in night fighting... A more stealthy approach which could be balanced by making the unit otherwise weaker or more expensive than their regular equivalents.

It would be an interesting decision to choose what mix of units to go for... All regular units and make hay while the sun shines, or some mix of night specialists that might not be quite such good value during most turns but could come into their own at night if they can be kept alive and maybe rested during the day.

Specialist buildings or building upgrades could provide some protection against night stealth.

A rule requiring every unit to hibernate and be inactive, with zero sight if at night, for say 2 or 3 turns every 24 hour, say 10 turn cycle might also make things interesting. Breaking this rule could give that unit a sleep deprivation debuff which could increase over time until the unit can eventually be rested. Setting sentries to protect other resting units, or taking a risk and resting all units could be an interesting decision to have to take based on your prediction on whether you think a night attack is likely or not.

This change, which ideally could be toggled off for this who like to keep things simpler, might make for some interesting strategy and changes in strategy, and also might make for an interesting see-saw cyclical effect where one player has the upper hand for a time followed by the other player getting an advantage for a time.

The other idea could be random weather effects or, even better, seasonal weather effects. This might also provide an interesting seesaw effect if one player makes an army better suited to cold while the other has an army more optimizer for hot. It could be a bit like 1941 to 43 on the Eastern front where one side must defend for a while while the other has a good opportunity to attack for a set or slightly randomized time before roles are reversed for another period of time.

Summer could be a time for buffs for one kind of unit... But these unit's could get a stronger debuff during winter. Also, perhaps certain kinds or units, such as roman units, would do better during summer as opposed to winter, while Japanese units could perform better in colder weather.

Speeds could be halved during muddy season... But this could be made to effect mounted units more than infantry. Rainy season could be debuff time for ranged units. Or just a modest sight reduction for all units

Perhaps a randomly moving large rain cloud could move over the map and be an area where different rules could apply. If so, a weather station building could be built or be open for capture which could allow one side to know what the weather will be, where the could will move, over the next few turns while the other side does not. Perhaps this building could only really be useful if there are 3 of them, with info being provided only for the area enclosed by the triangulation between the three, or more, stations. This could make for some interesting strategy with different players competing to capture a remote weather station on an otherwise strategically unimportant island.

Re: Day and night

Posted: Fri May 29, 2020 5:42 pm
by phoenixffyrnig
Love it! Especially the night and day idea, but the seasonal idea is very interesting too. Extra layers of subtle strategy are always desirable :)

Definitely agree with you that it should be a togglable option...its hard enough to fight against you as it is!

Re: Day and night

Posted: Fri May 29, 2020 7:24 pm
by Maxbirykov2004
I think it's bad idea... Because game engine isn't suitable for this...

Re: Day and night

Posted: Sun May 31, 2020 11:47 pm
by SirPat
Maxbirykov2004 wrote: Fri May 29, 2020 7:24 pm I think it's bad idea... Because game engine isn't suitable for this...
Yup and because of that, instead of Day night cycle why not a day or night option when you create a new random game you can choose if its day or night and have certain effects like

Night
2 sight for everyone except for: 1 sight units/buildings and the following
4sight for torch units(units with torches in game) And also for Towers
Cant see stealth units even watchtower or other stealth units
Eg. Spy1 cant be seen by guard dog, light cav., watchtower, and spy2 and spy1 cant see spy2

Day
Nothings new :lol:

Re: Day and night

Posted: Mon Jun 01, 2020 9:17 am
by Maxbirykov2004
SirPat wrote: Sun May 31, 2020 11:47 pm
Maxbirykov2004 wrote: Fri May 29, 2020 7:24 pm I think it's bad idea... Because game engine isn't suitable for this...
Yup and because of that, instead of Day night cycle why not a day or night option when you create a new random game you can choose if its day or night and have certain effects like

Night
2 sight for everyone except for: 1 sight units/buildings and the following
4sight for torch units(units with torches in game) And also for Towers
Cant see stealth units even watchtower or other stealth units
Eg. Spy1 cant be seen by guard dog, light cav., watchtower, and spy2 and spy1 cant see spy2

Day
Nothings new :lol:
That's better idea...

Re: Day and night

Posted: Sun Nov 28, 2021 5:43 am
by b2198
Maxbirykov2004 wrote: Fri May 29, 2020 7:24 pm I think it's bad idea... Because game engine isn't suitable for this...
Wouldn't it be able to be done with some triggers that change the vision of all units in the map every x turns?

Reviving this thread because it would be a perfect addition on top of the vision rework idea I suggested, players would have to plan when is the best time to send their units without being seen by the enemy, maybe lure them into some ambushes and such. It would make the information game way more strategic in nature

Re: Day and night

Posted: Sun Nov 28, 2021 7:33 am
by makazuwr32
It will require than actually another stat — "sight_at_night" or something like that.
Since if we will just reduce sight by -x than units with normal sight x or less will become completely blinded and won't be able to move on their own at all.

Also day/night is useless for open maps with no fog of war.

Re: Day and night

Posted: Sun Nov 28, 2021 6:32 pm
by b2198
makazuwr32 wrote: Sun Nov 28, 2021 7:33 am It will require than actually another stat — "sight_at_night" or something like that.
Since if we will just reduce sight by -x than units with normal sight x or less will become completely blinded and won't be able to move on their own at all.
Oh, I see (but the units probably wouldn't, pun intended).
I guess it would also not be viable to make a different trigger for every unit and maintain those as units change or get added, so needing a new stat makes sense.
makazuwr32 wrote: Sun Nov 28, 2021 7:33 am Also day/night is useless for open maps with no fog of war.
Not exactly, there are still invisible units, and they depend on enemy vision to be detected, regardless of fog of war.