From: Eric McDonald <mcdonald@phy.cmich.edu>
To: Hans Ronne <hronne@comhem.se>
Cc: xconq7@sources.redhat.com
Subject: Re: Major bug and what to do about it (long)
Date: Tue, 17 Aug 2004 02:53:00 -0000 [thread overview]
Message-ID: <412172EE.9010102@phy.cmich.edu> (raw)
In-Reply-To: <l03130305bd4711dd0c7e@[212.181.162.155]>
Hans Ronne wrote:
>>We would then lose the ability to do selective attacks into a cell.
>
> If you mean the ability to pick what unit to attack first within a single
> cell, true. That is the price we have to pay.
And it is a very hefty price for games in which players might rely on
guerilla tactics against specific types of units, commando strikes
against specific targets, etc....
What I also meant is that it sounded to me that you were suggesting the
use of overrun, which would imply engaging _all_ units (or, as many as
the attacker had ammo and ACP for) in the cell, would it not?
>I've given it some thought,
> but I don't think it is a big problem in any existing game. Units that you
> really would like to hit with a high priority, like cities, frequently
> occupy an entire cell.
True, but this is not always the case. With what you are proposing, I
could always escort tankers with destroyers, and ruin a sub's day
because it would be unable to target the tanker. Not good.
>And you could always argue that it should be the
> defending side's privilege to decide what unit to send forward when a cell
> is attacked.
In some cases. In other cases, as alluded to above, it most definitely
is not (when an unit is being individually attacked).
>In effect, this kind of scheme might partially compensate for
> the AIs rather poor ability to defend key units.
Perhaps. But at what price?
> But it is
> still easier to find good interface solutions for two actions instead of
> four, which was my point.
This is true. But, I wouldn't consider it a selling point for what you
propose.
> I'm not arguing that the multiple rounds of attack in combat model 1 should
> apply in model 0.
I know, but you were arguing that an overrun rather than an individual
attack should always be used. That is what I am taking issue with.
>>>The third possibility is to always pick the best defender, on the theory
>>>that this is the unit that the defending side would send forward to meet
>>>the enemy.
>>
>>This could turn out to be a complicated calculation
>
> Well complicated or not, the code is already there. See model_1_attack.
>The
> question is rather how to improve it. But even a simple solution such as
> picking the unit with the highest defense value is far better (from the
> defender's point of view) than a random pick. And in fact we have an
> advantage in that the type of attacking unit is known at this point, which
> makes any calculation much simpler.
Model 1 uses attack and defense values, but model 0 has much more to
consider, such as range, hit chance, protection, damage, minimum HP
against a given unit type, etc....
At this point I would suggest that a 'defense-order' unit property might
be called for. That way we can let 'stack-order' pertain to unit views
as was intended. And this also gives the advantage that the game
designer can rank for himself/herself what units defend first rather
than trying to fight with a calculation.
And, I think that 'defense-order' should only apply in conjunction with
units than cannot do selective attacks. I do think, as I have already
argued, that the ability to do selective attacks should be kept though.
> I think spread damage could be easily implemented, perhaps as some kind of
> detonation-on-hit action.
I would agree that it should be fairly easy. I have been holding back on
doing it until I take care of the combat code modularization, but
depending on how far I get with Wreckreation development, I may be
tempted to implement it before then.
Eric
next prev parent reply other threads:[~2004-08-17 2:52 UTC|newest]
Thread overview: 53+ messages / expand[flat|nested] mbox.gz Atom feed top
2004-08-16 21:53 Hans Ronne
2004-08-16 22:14 ` Eric McDonald
2004-08-16 22:43 ` Hans Ronne
2004-08-17 0:33 ` Hans Ronne
2004-08-17 1:13 ` Eric McDonald
2004-08-17 1:39 ` Hans Ronne
2004-08-17 2:21 ` Eric McDonald
2004-08-17 4:28 ` Jim Kingdon
2004-08-17 5:17 ` Hans Ronne
2004-08-17 18:00 ` Eric McDonald
2004-08-18 5:26 ` Jim Kingdon
2004-08-18 11:11 ` Hans Ronne
2004-08-17 16:14 ` Eric McDonald
2004-08-17 0:35 ` Eric McDonald
2004-08-17 1:16 ` Hans Ronne
2004-08-17 1:46 ` Eric McDonald
2004-08-17 3:03 ` Hans Ronne
2004-08-17 3:56 ` Eric McDonald
2004-08-17 1:30 ` Eric McDonald
2004-08-17 2:52 ` Hans Ronne
2004-08-17 2:53 ` Eric McDonald [this message]
2004-08-17 4:42 ` Jim Kingdon
2004-08-17 16:37 ` Eric McDonald
2004-08-17 4:48 ` Hans Ronne
2004-08-17 16:42 ` Eric McDonald
2004-08-18 10:56 ` Jim Kingdon
2004-08-17 11:06 ` Stan Shebs
2004-08-17 15:29 ` Hans Ronne
2004-08-17 16:01 ` Hans Ronne
2004-08-17 18:57 ` Eric McDonald
2004-08-17 20:38 ` Hans Ronne
2004-08-17 21:55 ` Eric McDonald
2004-08-17 23:42 ` Hans Ronne
2004-08-18 0:49 ` Eric McDonald
2004-08-18 4:59 ` Hans Ronne
2004-08-18 15:28 ` Eric McDonald
2004-08-19 6:37 ` Elijah Meeks
2004-08-19 12:46 ` Hans Ronne
2004-08-19 16:46 ` Eric McDonald
2004-08-19 13:09 ` Hans Ronne
2004-08-19 16:05 ` Eric McDonald
2004-08-19 20:09 ` Hans Ronne
2004-08-19 23:37 ` Eric McDonald
2004-08-20 1:42 ` Hans Ronne
2004-08-20 3:29 ` Clearing the Air (long) Eric McDonald
2004-08-20 15:26 ` Stan Shebs
2004-08-18 5:30 ` Major bug and what to do about it (long) Jim Kingdon
2004-08-18 12:52 ` Hans Ronne
2004-08-17 18:23 ` Eric McDonald
2004-08-17 18:47 ` Hans Ronne
2004-08-17 18:59 ` Eric McDonald
2004-08-17 19:39 ` Hans Ronne
2004-08-17 21:14 ` Eric McDonald
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