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To: Brandon Craig Rhodes <brandon@xxxxxxxxxxxxxx>
Cc: Freeciv developers <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: irc summary
From: Raimar Falke <rf13@xxxxxxxxxxxxxxxxx>
Date: Wed, 14 Aug 2002 12:50:15 +0200

On Tue, Aug 13, 2002 at 01:11:43PM -0400, Brandon Craig Rhodes wrote:
> Christian Knoke <chrisk@xxxxxxxx> writes:
> 
> >> Since *EVERYBODY* seems to agree that the
> >> partial-movement-points-fails patch is a good idea...
> > 
> > Hhm, I'm ambivalent on this. First I think it doesn't harm, to remove
> > the uncertainty about a move's success. And if it's good for the AI ...
> > 
> > But then it means every unit can move 2 tiles on the road plus one
> > off-road per turn. The advantage of alpine troops is reduced. The diffi-
> > culty of terrain changes, i.e. mountains are much easier to climb on.
> 
> I agree that this makes movement too easy.  Instead I suggest the
> clean rules used by turn-based and movement-point based tactical games
> like X-Com: Enemy Unknown; the rule would be:
> 
>    If with movement points left, you attempt a move for which you lack
>    the points, you remain in place but your remaining points are
>    committed towards the completion of the move.  At the beginning of
>    your next turn, the points committed toward the move are combined
>    with enough new points to take the move.
> 
> So if horsemen with one movement point want to climb a mountain while
> avoiding the waste of the remaining point, they could go ahead and
> attempt the move; they will make the move automatically at the start
> of the next turn, using their first of two movement points for that
> turn.
> 
> (We would probably retain the exception that all of your movement
> points are sufficient to move you one space - so warriors in the
> mountains can always move one square per turn.)
> 
> Thus units would not be getting cheap moves all over the place, which
> would keep the differences between unit types as important as now; but
> since the rule is absolutely deterministic, things are easier for
> players and AI, points are never wasted, and moves always occur as
> players expect them to.

I like this one. You basically save your point into the next turn but
the points are task-bound so you can't exploit it.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
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