Changes between Version 1 and Version 2 of Ticket #994, comment 4


Ignore:
Timestamp:
Nov 15, 2012, 9:35:59 AM (11 years ago)
Author:
FeXoR

Legend:

Unmodified
Added
Removed
Modified
  • Ticket #994, comment 4

    v1 v2  
    33That will result in a strangeness though: If 2 "fresh" (with full stamina) units get close to each other (say both with charge capabilities, so melee likely) it will be impossible to flee. Running for their live however should push the individual units to their limit as well, though. Determining if a unit is "running for it's life" would be hard to determine though.
    44
    5 So in the end (though I like the idea) I think there should be only 1 "faster" speed (2x). That would mean an "exhausted" unit can not run from a fresh unit but a fresh unit can (if in general faster or equal fast as unit "charging" it).
     5So in the end (though I like the idea) I think there should be only 1 "faster" speed (2x). That would mean an "exhausted" unit can not run from a fresh unit but a fresh unit can (if in general faster or equal fast as the unit "charging" it).
    66
    77It may be easiest if "charge" would be an active ability with a maximum and minimum range. If the player clicks "charge" and then on an enemy unit the unit would walk (or run, depending on the command) untill it reaches the maximum charge distance. Then it will start charging if it has enough stamina. If it reaches the target it will execute the charge attack. If the "charge" button is right-clicked the unit will (if enough stamina) start to charge an enemy unit automatically (like "autocast" in warcraft 3). Same with running.