23.11.2010 - 18:12
Catching units on the roll is hard... too hard. A platoon of tanks can't chase an airplane squadron, but a squad of bombers sure as hell can destroy a few tank that're on the roll. Chasin a tank with a tank will give the chaser a hard time, but meeting heads up will most likely result in a conflict, and one or two units on the roll can be extremely hard to catch, even if they're slow tanks, but just keep moving around a bit. Suggestion: Basically, when atacking a unit-on-the-move, the enemy's move resolves first. When the enemy's move is done, your move will resolve, and if the distance you can move is enough to reach that unit, you'll be able to put up a fight. Having no direct path (eg. water in between) to the enemy could pose a problem though, as then units would have to use valid-pathfinding in their chase. When units attack each other, they'll most probably meet somewhere in the middle (depending on their speeds). Destroying a unit-on-the-roll takes a few factors to pay attention to: - Interception angle: when the enemy is coming towards you, there's a big chance of being able to "catch" the other (angle between unit paths close to 180') - When unit paths are similar, speed plays a bigger roll: When you have to chase a units that is as fast or faster than you are, you'll likely loose him. - Room to deviate from path: Units that move their maximum distance are easy to predict. Units that don't do this could use detours to mislead attackers. - Number of units to target (ground and stealth units only): An army is easy to spot, thus easy to attack. A few units (especially ground units) can slip through, while a complete army, a plane or a ship will have a hard time "escaping sight". When units from city A attack city B, and in the same turn units in city B attack city A, the units will meet in between and fight it out, both using their attack or highest modifiers (not sure which one to pick). The winner's remaining units continue their path to the opposing city and can put up another fight there. Extra: - Tanks in a defense line that could act as mobile SAM-site like units (with a shooting range 1, equal to militia, for example). This is (only?) useful while no specefic SAM-units are planned.
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26.11.2010 - 04:26
Interception/priority of movement is very difficult to resolve in a game like ours, with free movement and simultaneous turns. You always need to start somewhere, because if you start resolving ALL movements at once, you will end up nowhere. Imagine a sort of triangle with 3 units attacking each other. Which one will get to move? Which one will arrive to an empty spot? If one side of the triangle is resolved first and an army is destroyed, the the other side gets cancelled altogether, and then what about the third side? Anyway, it really is a nightmare to resolve, because you need to consider all connected movements and attacks. At the moment we just give priority to the movements made earlier in player's turn - so tactics still apply, you just need to move your units in the order of priority to be able to intercept/run away. That's all we can do at the moment, but we'll try to come back to this algorithm when time allows.
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26.11.2010 - 15:14
Quite hardto implement indeed, but knowing of the order-of-movement-priority now, it's certainly a strategic decision. Keep up the good work, it's wonderful!
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27.02.2014 - 21:32
Support
---- Laochra¹: i pray to the great zizou, that my tb stops the airtrans of the yellow infidel
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28.02.2014 - 18:33
Locked
---- "In atWar you either die a hero or live long enough to ally fag and gang bang some poor bastards." ~Goblin "In this game, everyone is hated." ~Xenosapien
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