Re: Speeding Up Games
Daniel Herding <[email protected]>
| Newsgroups | gmane.games.freeciv.general |
|---|---|
| Message-ID | <[email protected]> |
Hello John, Monday, April 21, 2003, 3:41:36 AM, you wrote: JW> Aren't there barbarian leader units? Maybe each civ JW> could start with a leader, and losing your leader JW> means your civ is defeated. I think it would be a JW> nice touch if the leader unit got, say, triple defense JW> from a palace, so he would spend most of his time in JW> the capital city. That sounds quite boring to me. Everyone would keep his leader in his capital and stack some units there, i.e. it would be nearly the same as your other suggestion (game ends when capital is captured). So here is my counter-suggestion: The leader is a 0/0/2 unit. He 'motivates' his nearby troops, i.e. when a Phalanx is stacked with the leader, and it is being attacked, it gets e.g. a 50% defense bonus, plus there is no 'killstack' (when the phalanx is being defeated, the other units on the same square aren't killed - like in cities). When a unit attacks from a square where the leader is standing, he also gets an attack bonus. This will encourage players to take the risk of taking the leader to the front lines. Other methods to achieve this: give the leader a higher range of vision, or increase the odds that a unit will become veteran when the leader is nearby. But these suggestions are less realistic. We would need a new graphic for the Leader unit. (the Barbarian Leader uses the Diplomat graphic.) Another idea is not to let the game end when the leader is killed, but to make it Capture-The-Flag-style. The leader gets the same advantages as described above. When the player's leader/flag carrier was captured, the player has e.g. 20 turns to retrieve the unit. Maybe show the position of his captured leader to the player (only as a coloured dot on the map, don't reveal terrain/cities/units). When an enemy ship which carries the captured leader is being sunk, the leader returns to the nearest friendly city (leaders don't die unless the player lost the game). Problem: I don't think that the freeciv code is capable of recognizing the original nationality of a unit (not sure what exactly happens when you bribe a unit). It should work like a captured worker in Civ3: When you click on it, it should say e.g. "Leader (Babylonian)(12)" when there are 12 turns left for the Babylonian player to retrieve his leader. -- Best regards, Daniel