From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 19007 invoked by alias); 5 Jun 2004 19:30:06 -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 18997 invoked from network); 5 Jun 2004 19:30:06 -0000 Received: from unknown (HELO av13-2-sn4.m-sp.skanova.net) (81.228.10.103) by sourceware.org with SMTP; 5 Jun 2004 19:30:06 -0000 Received: by av13-2-sn4.m-sp.skanova.net (Postfix, from userid 502) id 7CE7337E52; Sat, 5 Jun 2004 21:30:05 +0200 (CEST) Received: from smtp4-2-sn4.m-sp.skanova.net (smtp4-2-sn4.m-sp.skanova.net [81.228.10.180]) by av13-2-sn4.m-sp.skanova.net (Postfix) with ESMTP id 675C037E42; Sat, 5 Jun 2004 21:30:05 +0200 (CEST) Received: from [212.181.162.155] (h155n1fls24o1048.bredband.comhem.se [212.181.162.155]) by smtp4-2-sn4.m-sp.skanova.net (Postfix) with ESMTP id B90BB37E50; Sat, 5 Jun 2004 21:30:04 +0200 (CEST) X-Sender: u22611592@m1.226.comhem.se Message-Id: In-Reply-To: <1086455552.1485.129.camel@localhost.localdomain> References: <20040605033742.12312.qmail@web13123.mail.yahoo.com> <20040605033742.12312.qmail@web13123.mail.yahoo.com> Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Date: Sat, 05 Jun 2004 19:30:00 -0000 To: Eric McDonald From: Hans Ronne Subject: Re: Consumption-per-fire? Cc: xconq7@sources.redhat.com X-SW-Source: 2004/txt/msg00481.txt.bz2 >> Real capture at a distance might involve >> teleportation or long-range psychic powers. BTW, teleportation is on my >> post-7.5 list. I think it could be useful in many games. > >Good, then I can take it off my lengthy post-7.5 list. :-) >Were you thinking in terms of making 'move-range' fully implemented in >the movement/pathfinding and AI code, for the purpose of allowing units >to "blink" or "phase" (to use some fantasy terminology)? >Or were you thinking in terms of "portals" or "travel gates" that cause >their occupants to be relocated to a pre-designated cell, a cell >randomly chosen from a set of pre-designated cells, or a totally random >cell (possibly of a certain terrain type)? I was thinking of portals. No decent space game should be without wormholes. And portals would also come handy if somebody decided to write a Diablo II module for Xconq :-). >(What would be even cooler, but certainly a radical change/feature, >would be the ability to travel between maps. That would make >quasi-recreations of games such as "Bard's Tale" possible.) Yes. I think this was discussed on the list last year. Somebody wanted to write a multi-level D&D type game to Xconq. I suggested walled of sections within one big map, with yet to be implemented portals as the only connections between them. >> I also do this, mainly to force the AI to use fire instead of attacks when >> possible. However, there is one case where a firing unit has to use melee >> attack and that is if it is attacked, survives and then counterattacks. >> Which is certainly a possible scenario. Think of Tennyson's Light Brigade >> actually reaching the Russian guns with ensuing hand-to-hand combat in the >> trenches. > >To me, the question is: is it even worth pretending that the guns can >counterattack? They are essentially useless once the British are among >them. The guns had their juicy chance when they were mowing down the >charging brigade.... Once they are reached, I think the contest is >essentially over, and it is time to bring Florence Nightingale to the >scene. True. But the xconq attack code does permit counterattacks, though only of the melee type. That was the point I was trying to make. Hans