Author Topic: Implementing flanking in 1-D combat  (Read 21934 times)

Anaris

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Re: Implementing flanking in 1-D combat
« Reply #60: July 06, 2012, 07:20:20 PM »
Yeah, and that is where it gets tricky. You'd have to calculate region types in (cavalry isn't all that good in dense forests or mountains) as well as some region border properties we don't even have in the database yet (bridges, mostly).

But ohhhhh, how I would love to have those....
Timothy Collett

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Geronus

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Re: Implementing flanking in 1-D combat
« Reply #61: July 06, 2012, 07:52:00 PM »
Yeah, and that is where it gets tricky. You'd have to calculate region types in (cavalry isn't all that good in dense forests or mountains) as well as some region border properties we don't even have in the database yet (bridges, mostly).

Excellent point, and I very much like where it is going. You could do some really cool stuff with this.

Implementing terrain bonuses/penalties to combat is also an interesting and related idea, one I will spin off into its own thread.

Zakilevo

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Re: Implementing flanking in 1-D combat
« Reply #62: July 06, 2012, 08:22:46 PM »
Excellent point, and I very much like where it is going. You could do some really cool stuff with this.

Implementing terrain bonuses/penalties to combat is also an interesting and related idea, one I will spin off into its own thread.

Pretty sure this idea came up multiple times but was rejected due to not having enough impact.

Gustav Kuriga

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Re: Implementing flanking in 1-D combat
« Reply #63: July 06, 2012, 08:35:05 PM »
As always, I think we should do the simplest stuff coding wise first, then add in the details. Makes it easier on the devs. I don't know coding, so someone who does, could you tell me what would be simplest to code in out of the ideas mentioned by tom?

Tom

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Re: Implementing flanking in 1-D combat
« Reply #64: July 06, 2012, 09:48:01 PM »
Implementing terrain bonuses/penalties to combat is also an interesting and related idea, one I will spin off into its own thread.

I actually didn't mean that. What I meant is that the running away / retreat part would depend on terrain types. On a plain, the cavalry can catch you if you have an hour or two of headstart. In the mountains? Not so much.

Geronus

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Re: Implementing flanking in 1-D combat
« Reply #65: July 07, 2012, 05:09:01 PM »
I actually didn't mean that. What I meant is that the running away / retreat part would depend on terrain types. On a plain, the cavalry can catch you if you have an hour or two of headstart. In the mountains? Not so much.

Yes, I know, but it was a natural progression. That's partly why I said I'd spin it off. I like your idea just the way it is though, don't get me wrong. Terrain bonuses/penalties would be a different feature.