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Combat
- To: xconq7@cygnus.com
- Subject: Combat
- From: Sami P Perttu <perttu@cc.helsinki.fi>
- Date: Fri, 14 Aug 1998 16:54:42 +0300 (EET DST)
I propose some new tables:
Table: attack-material-effect u1 m -> n%
Table: defend-material-effect u1 m -> n%
Hit chance would be adjusted according to the amount of material
available. If the unit doesn't possess material m, its combat
capabilities are multiplied by n%. If the unit possesses the maximum
amount of material m its combat capabilities are unchanged. A linear
distribution in between.
Now, concerted attacks and pressure from ground support and shore
bombardment could be simulated with an abstract material type
"pressure" (in want of a better name). A unit would lose "pressure" when
hit by an enemy unit and its combat rating would deteriorate. The
"pressure" would be renewed each turn (or not).
And:
Table: attack-terrain-damage u1 t -> n%
Table: defend-terrain-damage u2 t -> n%
The effect of terrain on combat damage. Defaults to 100. In conjunction:
Table: attack-material-damage u1 m -> n%
Table: defend-material-damage u2 m -> n%
The effect of materials on combat damage. Defaults to 100.
I'd like to have the *-damage tables because they'd make it possible to
have gradual, deterministic terrain effects instead of changes in
probability.
--
Sami Perttu "Flower chase the sunshine"
perttu@cc.helsinki.fi