Complete.Org: Mailing Lists: Archives: freeciv-dev: November 2002:
[Freeciv-Dev] Re: [Freeciv] rfc: autoattack
Home

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

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: Thomas Strub <ue80@xxxxxxxxxxxxxxxxxxx>
Cc: Freeciv Development List <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: [Freeciv] rfc: autoattack
From: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Date: Mon, 18 Nov 2002 18:36:25 +0000 (GMT)

On Mon, 18 Nov 2002, Thomas Strub wrote:

> On Mon, Nov 18, 2002 at 05:00:49PM +0000, Gregory Berkolaiko wrote:
> > On Mon, 18 Nov 2002, Per I. Mathisen wrote:
> > 
> > > On Mon, 18 Nov 2002, Gregory Berkolaiko wrote:
> > > > Range 1 autoattack triggered by movement is ok, but is not that useful.
> > > 
> > > What are you smoking? It nearly makes defensive units useless in defense.
> > > All you need is a catapult/cannon/artillery/howitzer on autoattack in each
> > > frontline city... forget about attacking with anything but air or sea
> > > unless your units are bodyguarded by mech inf.
> > 
> > Okay, you are right.  I guess I meant that with bigger range it's even 
> > more useful: you can have one howitzer defending several cities in a rail 
> > network.
> > 
> > But yes, even this autoattack is deadly.  Too deadly...  It obsoletes 
> > defenders, really.  Especially if Raahul's sea bombardment is added.
> 
> if you don't do deadly things into the server people will put them into
> the client.

Client cannot interrupt goto route execution.  Client cannot interrupt AI 
movement (a good thing!).

I think this server-side autoattack is turning the gameplay (at least 
single-player) upside down.  I am strongly against it.

Also I am against moving AI to client, but that's another matter.

G.




[Prev in Thread] Current Thread [Next in Thread]