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To: Freeciv developers <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: irc summary
From: Christian Knoke <chrisk@xxxxxxxx>
Date: Wed, 14 Aug 2002 13:28:41 +0200

On Wed, Aug 14, 2002 at 12:50:15PM +0200, Raimar Falke wrote:
> 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.

Yes, this is good. If it's not too hard to code, though.

Christian

-- 
Christian Knoke     * * *      http://www.enter.de/~c.knoke/
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.


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