Changes between Initial Version and Version 1 of Ticket #994, comment 6


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Timestamp:
Oct 26, 2013, 1:25:25 PM (11 years ago)
Author:
michael

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  • Ticket #994, comment 6

    initial v1  
    1111If the enemy target unit moves closer to your Melee Cavalry in the intervening time between your charge command (double-right-click), it's possible that your cavalry would not have the time to accelerate to charge speed and is instead only at run speed, which case your Melee Cavalry's charge bonus will be reduced somewhat.
    1212
     13Also, maybe the targeted unit will move ''further'' away from your Melee Cavalry in the intervening time, so your Melee Cavalry's charge is blunted in some way. Perhaps there would be an "effective" distance there as well. Your Melee Cavalry starts his charge and if he doesn't make contact with an enemy (any enemy) within 20 meters, then he negatively accelerates for 10 meters back to walk. None of this necessitates "stamina" or a stamina bar. It's just intuitive as the player intuits that a charge too far or too close is less effective (see: Rome Total War).
     14
    1315I also like the idea that the targeted melee unit also gets a bonus attack against the charging unit. Maybe half of the charge bonus (e.g., 1.5x instead of 2x)?