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[Freeciv] Re: RFE status
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To: Sam Steingold <sds@xxxxxxx>
Cc: freeciv@xxxxxxxxxxx
Subject: [Freeciv] Re: RFE status
From: Per Inge Mathisen <per@xxxxxxxxxxx>
Date: Thu, 27 Oct 2005 09:22:18 +0000 (GMT)

On Thu, 27 Oct 2005, Sam Steingold wrote:
> Over the last months I suggested several RFEs [*].
> Some triggered a discussion, some were apparently ignored.
> Is there a way to find out their status - i.e., will they be implemented?

There are tons of discussions, not on this list but on the web forum, that
we simply cannot keep track of or reply seriously to. If you really want
something new implemented, you may have to do it yourself.

> 1. make national boundaries meaningful:
>  settling within someone else's national boundaries and
>  crossing the national boundaries with a military unit and
>  pilaging
>  should require a declaration of war.

I am working on a rewrite of the borders rules. See
http://www.freeciv.org/index.php/Borders and PR#13718 for some info.

> 2. make siege easier:
>  an enemy unit should make it impossible to work neighboring tiles
>  (unless the tile is controlled by a friendly unit)

Someone will have to code it, then we will have to test it. Until then I
have no opinion on it. Personally I think siege should be even tougher, if
implemented, like in Moo2, where the presence of any enemy unit within
the system (city range) will cause a blockade that prevents you from
rush-buying production and dramatically reduces outputs.

> 3. make unit stacking more reasonable:
>  It makes sense that sinking a transport kills all its passengers.
>  One can argue that sinking a carrier should sink all its aircraft
>  (I would argue that this should leave at least some of the aircraft
>  in the air with the requirement of landing at the end of the turn).
>  It does not make any sense that 20 riflemen on one tile
>  (non-fortress, non-city) can be destroyed by a single armor attack
>  because the top riflemen unit is killed in the attack.
>  The MOO1 ship stacking makes much more sense to me.

This is an old, recurring topic. There is a ruleset option to disable the
killstack behaviour (called 'killstack'). Try it out. In my opinion,
killstack is essential to keep tactical diversity, keep the game fun, and
avoid the dreaded "stack of doom" of Civ3. Realism is more often than not
a mistaken concern.

> 4. better city scaling:
>  larger cities should be able to work larger areas.

I'm all for it. Anyone is free to code it, and unless the code is a mess,
it should go in. Someone did have a go at it, once, but did not finish.

  - Per




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