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

  • From: michael Tholl <mrtholl@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Mon, 30 Mar 2015 20:28:35 -0400

It's perhaps too late to address this in a different fashion in the
engine itself,
but if we could ensure that friendly splashes worked, and friendly
fires were a chance? say 10-20 percent? that might be an option to
hang onto the risk of using a skill to harm something powerful, but
with a chance that you'd have to hit nearby friendly units, and it
would give the computer some help in not destroying it's best units
with some splash happy mage. grin
Alternatively, if it's really a big enough issue, and it may be in
some games, maybe just removing friendly fire altogether would be for
the best.
I guess the reason I hesitate to say "get rid of it altogether" would
be things that have nonotion of friend or foe.
A large fireball doesn't care what fule is inits path.
A dancing swordsman on the other hand wouldn't slice up a friend
standing next to him to hit two or three enemies.. Unless of course he
was berserk.
Since the code for something like that would likely be incredibly
complex though, if it's a big enough issue I'd rather see friendly
fire disappear, as long as intentional friendly spashes can remain. if
it's both or none, then keep friendly fire.


On 3/30/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
> Good questions. I just don’t know how versatile the friendly fire flag
> really is.
> The real sticking point is that the computer is simply not smart enough to
> judge the pros and cons of friendly fire. Thus it is severely handicapped.
> al
>
> -----Original Message-----
> From: ian-reeds-games-bounce@xxxxxxxxxxxxx
> [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of michael Tholl
> Sent: Sunday, March 29, 2015 11:46 AM
> To: ian-reeds-games@xxxxxxxxxxxxx
> Subject: [ian-reeds-games] Re: question for warlords
>
> 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
>>
>>
>>
>>
>>
>
>
>
>

Other related posts: