[Freeciv-Dev] Re: Units take-over (capturing)
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another suggestion to make combat-combat-unit combat more interesting:
make it possible for the defender to retreat.
currently this could probably only be implemented as a random event. in the
CTP modpack i am still working on this could be done more naturally, because
the combat proceeds in "rounds", and you might retreat after the first
"round" (which could mean surrendering your city)
effects on the game: on average more units will remain on the map, which
would require more tactical insight from the players.
marc
From: Tomasz Wegrzanowski <maniek_w@xxxxxxxxxxxxxx>
To: Erik Sigra <freeciv@xxxxxxx>;Jerzy Klek <qpkjeek@xxxxxxxxxxxxxxxxxx>
CC: <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Units take-over (capturing)
Date: Sat, 26 Aug 2000 01:46:01 +0200
Erik Sigra <freeciv@xxxxxxx> napisa³:
> > OK, this is my thought: Currently you can only attack units
> > while there are non-military units which it seems one should
> > be able to 'take prison' or rather take-over, for example
> > caravans. It seems logical that you capture the camels and so on
> > and you can use them as you wish. My proposal: to make possible
> > to take over such units: if they are left alone undefended
> > on a tile, moving over does make make them be killed but they
> > change the ownership. It would be controlled by a unit flag in
> > the ruleset file so it shouldn't hurt anyone who doesn't like it.
>
> I would like to support your take-over proposal. It seems logical to me.
In colonization, where this system comes from, you can capture one
unit/attack
and have one attack/turn (and can lose). It would be very wrong if one
could take over 6 tile with some units just moving along the road.
It'd be better if one had to attack and win against some minor value (1 ?)
before taking over.
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