[Freeciv-Dev] Re: RFC: Layers Patch
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On Wed, May 28, 2003 at 09:30:41AM -0700, Paul Zastoupil wrote:
> On Wed, May 28, 2003 at 08:24:12PM +0200, Raimar Falke wrote:
> > On Tue, May 27, 2003 at 08:44:29PM +0000, Arnstein Lindgard wrote:
> > > 1. Catapults, Cannons..., and bombers, and warships are categorized
> > > as doing "bombardment" when attacking land tiles. That means one
> > > or more units in the stack _may_ take a very small amount of
> > > damage. Nukes are ~50% lethal.
> > > like to "fix". Mine is the ship bombardment. We could have an endless
> > Leaving all this layer stuff out of this for a moment: what would be
> > needed for a bombardment? IMHO only a attacked-unit-don't-defend
> > flag. However if you do this you create a powerful unit. So you have
> > to weaken it. Examples are:
> > - reduce attack power
> > - only allow one bombardment attack per turn
> > - allow these unit to be captured
> In CTP IIRC bombarding couldn't kill a unit. Units also had a different
> bombard firepower than regular attacking. Even if thats not how it
> worked, it makes sense. Attacking with artillery isn't really a good
> idea you can't exactly mow through the enemy cavalry while wheeling your
> cannons forward into them. Even the most advanced artillery systems I
> know of (Paladin and Crusader) they don't fire on the move.
Yes Battle Isle had this: the big tanks need a turn to setup after
movement and can't fire at this turn.
"That's fundamental game play! My main enemy is *ALWAYS* fighting
a 4-front war. I make sure of it!"
-- Tony Stuckey, freeciv-dev