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[Freeciv-Dev] Re: rfc: autoattack
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[Freeciv-Dev] Re: rfc: autoattack

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Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: rfc: autoattack
From: Jason Dorje Short <vze49r5w@xxxxxxxxxxx>
Date: Fri, 15 Nov 2002 14:55:43 -0500
Reply-to: jdorje@xxxxxxxxxxxxxxxxxxxxx

Per I. Mathisen wrote:
Since my suggestion of dropping the autoattack code didn't meet with
approval, I want to change it so that it actually works and is useful.

So my new suggestion is:
For any unit that is moved, check adjacent squares for autoattack units.
For each of these, if the moved unit is hostile (at war) and weaker,
attack it. If the autoattack unit is a diplomat/spy, instead try bribing
the moved unit, and if that is impossible, try sabotage.

This should at least make autoattack useful. The question is: Too useful?

Very useful, yes.  Too useful?  I don't think so.

Note that this could be done client-side as well, but only for clients with a sufficiently fast connection. Thus, as Pille points out, it benefits players with a slow connection.

Keep in mind that at some point Freeciv may implement "alternating unit movement" (PR#576), and so whatever you come up with should be compatible with that (IMO). But it sounds like this idea would be: it would make sense to set up autoattack during other players' turns to move, and there would be a greater cost in doing so since it would mean their movement points would be lost.

jason



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