Changes between Initial Version and Version 1 of Ticket #994, comment 10


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Timestamp:
Dec 28, 2013, 2:01:44 PM (10 years ago)
Author:
BranKaLeon

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  • Ticket #994, comment 10

    initial v1  
    44 * charge otherwise.
    55
    6 [optionally,different animations and/or speed might be used for charging and running].[[BR]][[BR]] The Attack bonus is "loaded" at the mouse-click instant, if the !InitialDistance (=distance at the moment of mouse-click) is greater than a !MinChargingDistance.[[BR]][[BR]]To avoid units running all the time, a "fresh" unit can ran for !MaxTimeRun seconds (here a clock/timer). Whenever the running-action ends (the user stop it, or the maximum time is reached) the unit becomes "tired". the unit stays tired for an amount of time equal to the time spent running (here the counterclock). when tired, a unit cannot run, and also it moves slowly (e.g., !TiredSpeed = 0.5x walk) [optionally, it may also combat "slowly" or less efficiently - !TiredCombactMultiplier < 1][[BR]][[BR]]Varying !MaxTimeRun, !TiredSpeed, !TiredCombactMultiplier and !ChargeBonus one should be able to balance running vs walking.[[BR]][[BR]]This approach is not too different from the "distance modifiers" idea of michael, which I like, even though the "acceleration part" seems unnecessary to me and also it hasn't any mechanism to discourage unit to charge (almost) always.
     6[optionally,different animations and/or speed might be used for charging and running].[[BR]][[BR]] The '''charge bonus''' is "loaded" at the mouse-click instant, if the !InitialDistance > !MinChargingDistance(=distance at the moment of mouse-click is greater than a minimum threshold).[[BR]][[BR]]To avoid units running all the time, a "fresh" unit can ran for !MaxTimeRun seconds (here a clock/timer). Whenever the running-action ends (the user stop it, or the maximum time is reached) the unit becomes "tired". the unit stays tired for an amount of time equal to the time spent running (here the counterclock). when tired, a unit cannot run, and also it moves slowly (e.g., !TiredSpeed = 0.5x walk) [optionally, it may also combat "slowly" or less efficiently - !TiredCombactMultiplier < 1][[BR]][[BR]]Varying !MaxTimeRun, !TiredSpeed, !TiredCombactMultiplier and !ChargeBonus one should be able to balance running vs walking.[[BR]][[BR]]This approach is not too different from the "distance modifiers" idea of michael, which I like, even though the "acceleration part" seems unnecessary to me and also it hasn't any mechanism to discourage unit to charge (almost) always.