Re: [Freeciv] Re: rfc: autoattack
Thomas Strub <ue80-L38z05uLna+pU24hk/[email protected]>
| Newsgroups | gmane.games.freeciv.devel,gmane.games.freeciv.general |
|---|---|
| Message-ID | <[email protected]> |
On Fri, Nov 15, 2002 at 11:54:17AM -0900, Britton wrote: > > On Fri, 15 Nov 2002, Thomas Strub wrote: > > > On Fri, Nov 15, 2002 at 06:39:16PM +0000, Per I. Mathisen wrote: > > > This should at least make autoattack useful. The question is: Too useful? > > > > wow :-) > > > > This helps players with slow connections. I like it. > > Its a big step against clientsidescripting, and would help the AI too. > > > > And perhaps it should be configurablei. > > > > a = chance to win > > b = value of attacking unit > > c = value of attacked unit > > > > And if d = a*c/b bigger than a tuned value -> autoattack. > > There's also the question of initiative. In a situation where a high > attack/low defense unit moves in next to another such unit, it doesn't > seem to me that the moving unit should always be the one to get attacked. > In other words, you should be able to set your moving units to attempt to > try to autoattack as well, and who gets to attack who should be determined > in some reasonable way (lots of possibilities: who has more movement or > which unit could move into neighbors square for least cost, if > one unit can see further than other, etc.). No random please. I would say goto works -> unit which is moving will attack. Otherwise the defending unit has the chance to attack. Thomas