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Some outdated info from the design doc about this: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.
Note:
See TracTickets
for help on using tickets.