[Freeciv-Dev] Re: (PR#6941) Mission Orders
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=6941 >
On Wed, Nov 26, 2003 at 04:44:01AM -0800, Christian Knoke wrote:
>
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=6941 >
>
> On Tue, Nov 25, 2003 at 08:35:02AM -0800, jjc@xxxxxxxxxxxxxxxxxx wrote:
> > On Tue, Nov 25, 2003 at 08:15:35AM -0800, Gregory Berkolaiko wrote:
> > >
> > > I don't know any orders that must be done urgently. Only urgent things
> > > are moving/attacking which is already done. For building a city lag
> > > doesn't matter (unless it's comparable with the timeout).
> > >
> > > But maybe I am wrong.
> > Spy operations. The player with more lag will never succeed because the
> > faster player can kill the spy before the other player gets a chance to
> > choose
> > the action (However, I am not sure if the patch supports this).
> > It would be very usefull to be able to tell a spy to goto city X and
> > then investigate the city.
>
> And vice versa. An attacker will always succeed, the defender has no chance
> to kill the diplo. If you use mission orders for diplo and fighting, they
> will make some actions stronger and weaken others, with a big chance to
> unbalance the game.
Mission order is not only for attacking/defending. And the attacking is
already implemented with the goto. If you would really opose that you
should say that attacking with goto shouldn't be allowed.
The biggest benefit from mission order is that i only have to think 1
time about what to do with a unit.
Examples
a) Going to a city with a caravan to establish traderoute.
(g r in mission order)
What is the benefit from doing goto 1 turn and "establish traderoute" 5
turns later. (At the start of a turn)
b) Building a city at a marked spot.
(g b in mission order)
You have handle the settler twice.
c) Return to recover
(r s - or r alone)
A nearly dead unit reaches a city, what is the benefit from pressing s
and additional time?
d) gotoroutes for citiesi for the future
Like in empire deluxe all build units have to move to a certain point of
the map.
All is micromanagement which should be done from the computer.
> This sounds like technological armement. It does not help people with
> modems. For these, a concurrent movement model would be helpful.
Freeciv has concurrent movement.
> If you want Mission orders for the purpose of ease of playing, they can be
> done client-side-only, but this is harder work and goes in the direction of
> client scripting, probably (which I'm in favor for).
Client-side scripting has some drawbacks. The biggest is that when the
client crashes or disconnects all orders are removed.
Saving loading of game-states doesn't work.
Thomas
--
Thomas Strub *** eMail ue80@xxxxxxxxxxxxxxxxxxxxx
jb: people are stupid, they don't want to learn.
- [Freeciv-Dev] Re: (PR#6941) Mission Orders, (continued)
- [Freeciv-Dev] Re: (PR#6941) Mission Orders, jjc@xxxxxxxxxxxxxxxxxx, 2003/11/25
- [Freeciv-Dev] Re: (PR#6941) Mission Orders, Arnstein Lindgard, 2003/11/25
- [Freeciv-Dev] Re: (PR#6941) Mission Orders, Arnstein Lindgard, 2003/11/25
- [Freeciv-Dev] Re: (PR#6941) Mission Orders, Mike Kaufman, 2003/11/25
- [Freeciv-Dev] Re: (PR#6941) Mission Orders, jjc@xxxxxxxxxxxxxxxxxx, 2003/11/25
- [Freeciv-Dev] Re: (PR#6941) Mission Orders, Raimar Falke, 2003/11/26
- [Freeciv-Dev] Re: (PR#6941) Mission Orders, Raimar Falke, 2003/11/26
- [Freeciv-Dev] Re: (PR#6941) Mission Orders, Per I. Mathisen, 2003/11/26
- [Freeciv-Dev] Re: (PR#6941) Mission Orders, Christian Knoke, 2003/11/26
- [Freeciv-Dev] Re: (PR#6941) Mission Orders, jjc@xxxxxxxxxxxxxxxxxx, 2003/11/26
- [Freeciv-Dev] Re: (PR#6941) Mission Orders,
ue80@xxxxxxxxxxxxxxxxxxxxx <=
- [Freeciv-Dev] Re: (PR#6941) Mission Orders, Gregory Berkolaiko, 2003/11/26
- [Freeciv-Dev] Re: (PR#6941) Mission Orders, Arnstein Lindgard, 2003/11/26
- [Freeciv-Dev] Re: (PR#6941) Mission Orders, Raimar Falke, 2003/11/27
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