Opened 13 years ago

Last modified 4 years ago

#994 new enhancement

Running / Charging Units — at Initial Version

Reported by: historic_bruno Owned by:
Priority: Should Have Milestone: Backlog
Component: Simulation Keywords: run, charge, unit, motion
Cc: Patch:

Description

Some outdated info from the design doc about this:

  • 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.
  • 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).
  • 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.
  • 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.
  • Units without the ability to run (eg ranged infantry, Female Citizens) simply function as normal, always moving at normal speed.
  • 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.

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.

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