Defend action
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Defend action
I have the idea that you could issue "defend" action to a unit that hasn't attacked. It ends its move at that moment and has +30% defense during opponent round. Something like "fortify" in civilization.
I can be useful, because often I want units to just "hold their ground" while some other units are doing something.
I can be useful, because often I want units to just "hold their ground" while some other units are doing something.
Milan Babuskov
http://home.gna.org/vodovod
http://home.gna.org/vodovod
Re: Defend action
units gain health when they stay in the same place: it is called resting. there is no point in making staying still give more of a bonus than it already does.mbabuskov wrote:I have the idea that you could issue "defend" action to a unit that hasn't attacked. It ends its move at that moment and has +30% defense during opponent round. Something like "fortify" in civilization.
I can be useful, because often I want units to just "hold their ground" while some other units are doing something.
I didn't write that it needs to give them health, but increase their defense.
Milan Babuskov
http://home.gna.org/vodovod
http://home.gna.org/vodovod
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There are several contexts in which this would be nice, but it would also involve a lot more user interaction and make the game more complicated. (KISS again)Ave wrote:If it would involve don't fight back, then it would be a nice feature. Sometimes i want to hold a position, but don't want to fight back. At this moment people use weak damage units to get this effect.
Which is not to say that I'm not in favor of it.
The Eponymous Archon
IMHO, This fits the KISS. When you have unit selected, just right-click, select "defend" for menu, and that's all.Eponymous-Archon wrote: There are several contexts in which this would be nice, but it would also involve a lot more user interaction and make the game more complicated. (KISS again)
Doing that:
- Sets unit's defend flag to true
- Sets unit's movement points for that move to 0
No more no less.
Milan Babuskov
http://home.gna.org/vodovod
http://home.gna.org/vodovod
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Well, more choices = more complexity. So not KISS.mbabuskov wrote:IMHO, This fits the KISS. When you have unit selected, just right-click, select "defend" for menu, and that's all.Eponymous-Archon wrote: There are several contexts in which this would be nice, but it would also involve a lot more user interaction and make the game more complicated. (KISS again)
And, again, I didn't say I didn't like it.
The Eponymous Archon
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right, but i was saying that right now it does give them health, and it works out strategically well. units that don't move get a slight bonus, but not a large one.mbabuskov wrote:I didn't write that it needs to give them health, but increase their defense.
[rant]
you know what bugs me? when new players come in and try to get their favorite feature from another game into this game. this is wesnoth, not Civ, and it should not be like Civ. same with catapults, multi-hexed ranged weapons, etc etc. please read the wesnoth philosophy before posting these ideas!
[/rant]
sorry, i had to say that.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
Everyone new to this forum proposes something that never be incorperated into the game, this a fact of (forum) life. So, just nod politely and wach as Miyo, Dave, fmunoz or one of the oldtimer forum goers smashes the new idea to bits and give it the "KISS of death". After that the newbie will probely leave in a huff or sit down for a bit and come up with something usefull, this happened to me: my firt proposal of a balista was politely rejected, but my second idea is now an oficial Loyalist unit.turin wrote:[rant]
you know what bugs me? when new players come in and try to get their favorite feature from another game into this game. this is wesnoth, not Civ, and it should not be like Civ. same with catapults, multi-hexed ranged weapons, etc etc. please read the wesnoth philosophy before posting these ideas!
[/rant]
sorry, i had to say that.
My contributions to the Wesnoth Project over time are inversly proportional to the number of registered forum users!
Piet Hein wrote:Knowing what thou knowest not is in a sence Omniscience
- if we wanted to make a 'defend' bonus, I don't see any reason why you would have to issue a 'defend' command to gain it. Simply any unit that had not moved/attacker/whatever you have to do to get 'defend' would automatically get the bonus.
- something like this could perhaps be nice as a special ability for a certain type of unit. Perhaps the Pikeman and Halbardier -- when resting they also take half damage, or something. We can think about it.
Anyhow, I have started this thread which will hopefully alleviate the problem:
http://wesnoth.whitevine.net/forum/phpB ... php?t=1158
If anyone posts an idea that's in the thread already, we can just point them to it.
It also starts losing its meaning when all the sides in a debate start claiming why their solution is the 'KISS way to do it', and/or do the reductio ad absurdum thing and start up on how if we really want a KISS approach we should simply strip the game of all of its features altogether.
I do hope that some people read my signature though
(Btw, I did chat to the starter of this thread on IRC today, and he was very understanding that there are an insane number of feature requests for a game like this, and that it's likely that few or none of his ideas would be implemented.)
David
- something like this could perhaps be nice as a special ability for a certain type of unit. Perhaps the Pikeman and Halbardier -- when resting they also take half damage, or something. We can think about it.
Don't worry about it too much. The main concern I have about it is that I don't like to feel like we're rejecting everyone's ideas. Hopefully the way we handle things doesn't turn people away unnecessarily.turin wrote: you know what bugs me? when new players come in and try to get their favorite feature from another game into this game.
Anyhow, I have started this thread which will hopefully alleviate the problem:
http://wesnoth.whitevine.net/forum/phpB ... php?t=1158
If anyone posts an idea that's in the thread already, we can just point them to it.
I've actually pretty much given up on quoting the 'KISS' thing to people anymore. I figure everyone must be pretty tired of it by now, and probably think it's juvenile.Kamahawk wrote: nod politely and wach as Miyo, Dave, fmunoz or one of the oldtimer forum goers smashes the new idea to bits and give it the "KISS of death"
It also starts losing its meaning when all the sides in a debate start claiming why their solution is the 'KISS way to do it', and/or do the reductio ad absurdum thing and start up on how if we really want a KISS approach we should simply strip the game of all of its features altogether.
I do hope that some people read my signature though
(Btw, I did chat to the starter of this thread on IRC today, and he was very understanding that there are an insane number of feature requests for a game like this, and that it's likely that few or none of his ideas would be implemented.)
David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
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Yep. It would also give more significant pause to units which would suffer the most (ie, charging cavalry could be seriously injured before they even strike), while keeping the balance for other units (ie archers would still have a reasonable damage rate against them).
"Pure logic is the ruin of the spirit." - Antoine de Saint-Exupéry