Re: Technology
Christian Knoke <chrisk-IBfkmQ/[email protected]>
| Newsgroups | gmane.games.freeciv.general |
|---|---|
| Message-ID | <[email protected]> |
On Sun, Apr 13, 2003 at 01:26:00PM -0700, David Paigen wrote: > > As for moving units, I think the speed of a script would unbalance > the play too much. There is no way a human can compete against > computer speed units. Other RTS games limit the speed of computer > units. Some players already use modified clients which can move faster in some situations. On the other hand, the moves per turn are limited, so this is all about *reaction*, not speed. Also, we already have server-controlled goto and we will get sophisticated auto-attack. Connected to this is the ping time, which differs from player to player and can make things really hard for some people. Maybe it is a good idea to limit the unit speed, so things are more fair. One idea I had is to give a time slot (lets say 0.5 sec) for any move of any unit. The client controls how these slots are used. So a destroyer will need at least 3 seconds to complete its move. More complex: an additional per-unit time slot of 1 sec (maybe more) for each MP. So the destroyer will need 6 or even 12 seconds to complete its move. Time enough for a good player (or robot) to react. Since this model can give problems for players with a *lot* of units (at war times), you can make it even more complex: The first mentioned time slot is reduced (in time) for units in a greater distance, e.g. only 0.2 seconds if the subsequently moved units have a distance of more than 16 tiles. Goto and auto-attack are handled in a way that they don't conflict (low priority, fill in the gaps). This includes that an auto-attack can fail when there is no free time slot. Christian -- Christian Knoke * * * http://www.enter.de/~c.knoke/ * * * * * * * * * Ceterum censeo Microsoft esse dividendum.