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[Freeciv-Dev] Re: RFC: Layers Patch

[Freeciv-Dev] Re: RFC: Layers Patch

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To: Paul Zastoupil <paul@xxxxxxxxxxxxx>
Cc: Arnstein Lindgard <a-l@xxxxxxx>, freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: RFC: Layers Patch
From: Raimar Falke <rf13@xxxxxxxxxxxxxxxxx>
Date: Wed, 28 May 2003 21:30:06 +0200

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.


 email: rf13@xxxxxxxxxxxxxxxxx
 "That's fundamental game play!  My main enemy is *ALWAYS* fighting 
  a 4-front war.  I make sure of it!"
    -- Tony Stuckey, freeciv-dev

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