[Freeciv-Dev] Re: [Freeciv] rfc: autoattack
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On Tue, 19 Nov 2002, Raimar Falke wrote:
> On Tue, Nov 19, 2002 at 01:07:08PM +0000, Gregory Berkolaiko wrote:
> > On Mon, 18 Nov 2002, Per I. Mathisen wrote:
> >
> > > On Mon, 18 Nov 2002, Gregory Berkolaiko wrote:
> > >
> > > > I think this server-side autoattack is turning the gameplay (at least
> > > > single-player) upside down. I am strongly against it.
> > >
> > > As I have tried to explain before, this is what you get for turning a
> > > turn-based game into a real-time game without thinking real hard about
> > > design problems. You get nastiness like autokill, to which there are only
> > > two proper solutions:
> > > 1) give everyone equal opportunity to use it (ie server-side), or
> > > 2) institute alternating movement phases within the same turn
> > >
> > > Everything else is a kludge.
> >
> > Right now we have two games in one:
> > 1. Multiplayer game.
> > 2. Playing against AI.
> >
> > In game 2 there is no concurrent movement, it's strictly turn-based. In
> > game 1, so I hear, speed of clicking and connection is essential.
> >
> > A poll taken a year ago shows that 70% of freeciv users play game 2.
> >
> > My opposition to the AA patch is based on the feeling that it will have
> > unpredictable consequences on game 2. Attacking a city with AA units
> > requires great degree of coordination between units. Right now AI has
> > only very basic coordination and will certainly not be able to do anything
> > against AA. It is easy to teach AI to employ AA. It is far harder to
> > teach it to overcome it.
> >
> > The effects of introduction of AA, in my opinion, are far greater than
> > that of a huge rule-change like "shore bombardment is not fatal".
> > However, these effects are very interesting. If AI can be tought to
> > handle it, we will have a completely new game on our hands and attract
> > more players. But it is a big "if".
> >
> > I therefore ask for it to become an option. Possibly a three-way option:
> > 1. AA doesn't work.
> > 2. AA doesn't work against AI players.
> > 3. AA works.
> > The big problem is that it is feature creep. If AI is taught to support
> > AA, it has to be taught to distinguish between options, which have huge
> > effect on the gameplay. But I see no other way, apart from forking the
> > project, which is not desirable.
>
> Nice idea: we can make the hard mode really hard by giving the AI
> server side AA. And give almost all AI units an implicit AA do that
> the AI doesn't have to think too hard if it should do AA or not.
That was sort of my reason behind option 2, but your idea to give *all*
units AA makes it simpler. Also need to teach AI to build attacking units
and keep them around, not send on suicide missions.
G.
- [Freeciv-Dev] Re: [Freeciv] rfc: autoattack, (continued)
- [Freeciv-Dev] Re: [Freeciv] rfc: autoattack, Thomas Strub, 2002/11/18
- [Freeciv-Dev] Re: [Freeciv] rfc: autoattack, Gregory Berkolaiko, 2002/11/18
- [Freeciv-Dev] Re: [Freeciv] rfc: autoattack, Per I. Mathisen, 2002/11/18
- [Freeciv-Dev] Re: [Freeciv] rfc: autoattack, Raimar Falke, 2002/11/18
- [Freeciv-Dev] Re: [Freeciv] rfc: autoattack, Anthony J. Stuckey, 2002/11/18
- [Freeciv-Dev] Re: [Freeciv] rfc: autoattack, Gregory Berkolaiko, 2002/11/19
- [Freeciv-Dev] Re: [Freeciv] rfc: autoattack, Per I. Mathisen, 2002/11/19
- [Freeciv-Dev] Re: [Freeciv] rfc: autoattack, Raimar Falke, 2002/11/19
- [Freeciv-Dev] Re: [Freeciv] rfc: autoattack,
Gregory Berkolaiko <=
- [Freeciv-Dev] Re: [Freeciv] rfc: autoattack, Thomas Strub, 2002/11/18
[Freeciv-Dev] Re: rfc: autoattack, Jason Dorje Short, 2002/11/15
[Freeciv-Dev] Re: rfc: autoattack, Christian Knoke, 2002/11/15
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