Changes between Initial Version and Version 1 of Ticket #994


Ignore:
Timestamp:
May 14, 2012, 4:15:52 AM (12 years ago)
Author:
michael
Comment:

First, the distinction between "run" and "charge":

Run: This occurs when a unit is moving quickly to "catch up" to a group of other units it was tasked to move with. This could also occur with input from the player to get units to move to another position quickly. Player can even task units to run to a resource to gather.

Charge: This is a fast movement initiated by the player against enemy units. The unit closes quickly with the enemy target unit (generally at 2x or 3x walking speed) and then the first attack is bonused (usually 2x).


This was how this was achieved in Sim1:

Units that could run/charge had a stamina value in their template file. This would drain at a steady rate while running or charging and would replenish when the unit was idle. If stamina was drained to 0, then the unit would not run or charge (except to run to catch up to a formation move command).

A double-right click initiated a run or charge.

Charging speed was the same as the run speed in the template file.


What I would look is to generally keep the same scheme as Sim1, with some differences:

Running speed and Charging speed should have two different components in the unit template file. I would generally make Running 2x walking speed and Charging 3x walking speed.

Charging should drain Stamina faster than Running.

I would like there to be a distance at which charging becomes more effective and then a further distance at which it becomes less effective. For instance, charge too close and the charge attack is only bonused 1.5x. Charge at the right distance and the unit gets the full 2x bonus. Charge too far and only get the 1.5x bonus.

It would be good to have acceleration if possible.

Please feel free to rip apart my ideas.

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  • Ticket #994 – Description

    initial v1  
    1 Some outdated info from the [wiki:XML.Entity.Actions.Move#Run design doc] about this:
    2  * Melee infantry, cavalry, military ships, and some animals are able to automatically "run" if their target is within a certain min (to stop them from running at someone too close) and max (to stop them from covering great distances) range.
    3  * This includes any form of movement, including both specific commands to move to a location, and when movement is required to reach another target (an opponent to attack, for example).
    4  * If he comes to a halt, reaches his destination, or is commanded to move to a location out of his maximum run range, he'll come out of charge mode and return to normal "walking" movement.
    5  * Units that can run, without the ability to attack (eg deer), just use this as a faster way of getting about, particularly fleeing from attackers over short distances.
    6  * Units without the ability to run (eg ranged infantry, Female Citizens) simply function as normal, always moving at normal speed.
    7  * If a unit attacks another unit while running, and has to stop moving in order to do so (for example, halt to strike an adjacent opponent with a sword), he will drop out of charge mode, but the momentum of his charge will give him a double damage bonus on his first attack.
    8 
    9 Also need to implement some hotkeys for running, apparently it was double-right-clicking in the old simulation. The animations speeds will need to be readjusted, since we have been increasing them to compensate for lack of running.