Additional unit types

Registered by Victor Pelt

There are many more unit types possible beyond worker, soldier and carriers (scout and geologist for example already be implemented)

discussion can take place here http://wl.widelands.org/forum/topic/414/?page=1#post-2057

Blueprint information

Status:
Not started
Approver:
None
Priority:
Undefined
Drafter:
None
Direction:
Needs approval
Assignee:
None
Definition:
New
Series goal:
None
Implementation:
Unknown
Milestone target:
None

Related branches

Sprints

Whiteboard

Current unit types
- Carrier (including horses)
- Workers
- Soldiers
- Scouts
- Geologists

Future possible unit types
- Thieves
  option a) Try to steal either certain basic goods (lumber/stone) or raw materials (especially gold) all tribes have in common
  option b) Try to steal any kind of good and either have a way to trade them (possible with team members) or 'reforge' them. a special forge might take any battle axe and turn them quickly into a heavy trident
- Lookout
  Special soldier type. very low on attack/defense but increases a building visibility by 1
- Bandits
  Turn up from certain terrain artifacts (wood, mountains, ruins) and steal/destroy a certain amount of goods nearby if not stopped
- Archers/Spearman/legion/knights
  Alternative soldier tracks. These soldiers have different cost requirements (cost horses but lower quality armor for example) and will have some bennefit (faster movement, higher attack & lower defense, etc)
- Healers
  Improve healing of soldier in buildings with a healer equipped
- Bordermen
  Try to 'move' the border beyond its current range without building a military building. (there was a similar feature in settlers 3, forgot the name used there)
- General (?)
  It can move on map, and "transport" some soliders.

(?)

Work Items

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