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Joined: 08 Jun 2011 Status: Offline Points: 78 |
Topic: Controllable BattlesPosted: 08 Jun 2011 at 04:56 |
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Note: This idea is taken directly from another game.
The idea is to allow players to have some control over how their armies fight. See screenshot: http://www.265g.com/webgame/201002/63324.html Yes, it's in Chinese. ![]() The entire battle is divided into rounds. Phase 1: Player control The player has 30 seconds to choose settings for each of his/her division. Option are to Advance, Defend, and Fall Back. (basically forward, don't move, or move backwards). Phase 2: Calculations Based on the speeds of units/division, each division will move in turn. If they move forward, they will move a certain distance depending on their speed. (i.e. Calvary will move earlier and further than infantry) If they encounter nothing, their turn ends. If there is an enemy blocking your way, then you must stop and attack (maybe calvary can move on?) If there is an opposing division within range, they will attack once. If a division is being attacked, after subtracting those who die, they will attack back once (if in range). Then the next division will act out its movement. This will continue until objective is achieved (for Raid: maybe a certain number of rounds. for Attack: only one side remaining.) The distance of the field should be calculated to be just out of range for the units with largest range (archers, if there are any) in the first round. In the case of player not online (or not wishing to control) there can be a set strategy the divisions default to (i.e. archers always stay back, infantry always move forward) A lot of programming, but fun. Thoughts? |
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