From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 3673 invoked by alias); 13 Dec 2003 04:29:41 -0000 Mailing-List: contact xconq7-help@sources.redhat.com; run by ezmlm Precedence: bulk List-Subscribe: List-Archive: List-Post: List-Help: , Sender: xconq7-owner@sources.redhat.com Received: (qmail 3666 invoked from network); 13 Dec 2003 04:29:40 -0000 Received: from unknown (HELO garm.central.cmich.local) (141.209.15.48) by sources.redhat.com with SMTP; 13 Dec 2003 04:29:40 -0000 Received: from leon.phy.cmich.edu ([141.209.165.20]) by egate1.central.cmich.local with Microsoft SMTPSVC(5.0.2195.6713); Fri, 12 Dec 2003 23:29:39 -0500 Received: from localhost (unknown [127.0.0.1]) by leon.phy.cmich.edu (Postfix) with ESMTP id 8680E70012; Fri, 12 Dec 2003 23:29:34 -0500 (EST) Date: Sat, 13 Dec 2003 04:59:00 -0000 From: Eric McDonald To: Skeezics Boondoggle Cc: xconq7@sources.redhat.com Subject: Re: fighters fighting without ammo In-Reply-To: Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII X-OriginalArrivalTime: 13 Dec 2003 04:29:39.0719 (UTC) FILETIME=[B8F5F170:01C3C131] X-SW-Source: 2003/txt/msg01016.txt.bz2 Hi Chris, On Sun, 7 Dec 2003, Skeezics Boondoggle wrote: > Perhaps the calculations for both bomber and fighter attacks could reflect > a proportional damage assessment based on how many defenders are present? If we do something with Bruno's idea of distinguishing between point weapons (bullets, etc...) and spread weapons (bombs, etc...), then this might be definitely be something to think about. Another idea I have had for a while is "critical hits". Have separate 'critical-hit-chance' and 'critical-hit-damage' tables which would represent the chance to do extraordinary damage and how much damage that would be. This could reflect things like a bomb hitting a ship's ammo magazine or an assassin severing someone's spinal cord. > Choose one target with the "a" command and you inflict full damage on that > one target; click on a full hex otherwise and you potentially inflict > minor damage on multiple units. (But the HP granularity probably wouldn't > allow for that level of precision, and could reduce the effectiveness of > air attacks too much. Hmmm.) Of course, HP and damage could be rescaled to reflect a new granularity. > I'm looking forward to some of the AI improvements, but y'know, most times > I like to just take a break and "go conquer the world" so it's kind of > relaxing to just swarm over the map and blast everything to bits. :-) Personally, I think that clubbing baby seals gets boring after a while.... Maybe if the AI's were more like young walruses that tried to gore you occasionally, things would be a bit more gratifying.... > I guess if the AIs start to get smarter I'll have to work a little harder. > :-) You poor devil. :-) Regards, Eric