[ian-reeds-games] Re: question for warlords

  • From: michael Tholl <mrtholl@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sun, 29 Mar 2015 11:46:07 -0400

i go back and forth on this issue.  It's a tough one for me to nail
down 100 percent either way because sometimes it's frustrating to hit
my own units with a skill or spel.
On the other hand, there have been occasions when the enemy takes out
a key unit with the same thing and that's fun to watch.
Aside from knowing never to use a splash damage around my own units
however, the idea of friendly fire is a sort of realistic thing.
In the thick of battle, particularly hand to hand combat, if artillery
or ranged units were still trying to hit the enemy, often times you
would have friendly fire resulting in casualties.  Part of the way to
avoid this was through knowing when to halt the ranged attacks, or
when/where to move or set up ranged troops to avoid or minimize this
issue.
There are a lot of games for sighted players where you have to worry
about this constantly.
Still, I think turn based games generally don't even have friendly fire.
Having typed all of this, I realized there's another issue here.
If we take out friendly fire, how would this affect splash effects on
healing or other beneficial spells?
Is there a way to remove friendly fire, and keep the splash benefits?
On the same brainwave, if we can do that, can we ensure that enemies
don't benefit from beneficial spells for the other side?
I seem to remember this is already an option on flags, but it's been
ages since I've gone through the manual.
In fact, I thought there were flags to avoid friendly fire too, which
I guess is why I'm asking about all of this now. grin


On 3/29/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
> I was wondering if people would like to see friendly fire to stop so that
> computer units and structures would be a little more powerful?
> al
>
> "The truth will make you free"
> Jesus Christ of Nazareth 33AD
>
>
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