Sliding on ice
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Sliding on ice
I hope this is the right forum for my idea:
Whats about if the units are able to move on ice but aren't able to controll where they move?
Unit want's to move on ice:
1 hex: They don't move
2 hexes: they move 1 hex
3 hexes: they move 3 hexes
4 hexes: they move 5 hexes
5 hexes: they move 6 hexes
6 hexes: they move 8 hexes
If a unit moves from a stable (grassland, castle, wood, sand, etc.) terrain on ice they slide, too.
If the next hex is a terrain where the unit isn't able to move it lost 20 hit points.
Only a unit with the abilities "icewalking" cane move usual at ice.
Whats about if the units are able to move on ice but aren't able to controll where they move?
Unit want's to move on ice:
1 hex: They don't move
2 hexes: they move 1 hex
3 hexes: they move 3 hexes
4 hexes: they move 5 hexes
5 hexes: they move 6 hexes
6 hexes: they move 8 hexes
If a unit moves from a stable (grassland, castle, wood, sand, etc.) terrain on ice they slide, too.
If the next hex is a terrain where the unit isn't able to move it lost 20 hit points.
Only a unit with the abilities "icewalking" cane move usual at ice.
Error: no bug found
Hexes are possibly miles across. I have never seen somebody slide a mile.
Besides, what's to stop you from aiming short? If you want to move 5 hexes, try for 4. What do you do if there are units in the way? Bowl over everyone? 20 HP? No way.
Besides, what's to stop you from aiming short? If you want to move 5 hexes, try for 4. What do you do if there are units in the way? Bowl over everyone? 20 HP? No way.
Last edited by scott on June 6th, 2006, 7:58 pm, edited 1 time in total.
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The house is an abstraction that represents the entire village. Ever wonder why a house was called a village? Ever see a mountain the size of a tree? Units are also abstractions that could represent a single man or a group of men. Hero units are semi-exceptions to this non-rule.highhole wrote:Wow! A building which is bigger than a mile! The Great-Tree must be like a mountain!scott wrote:Hexes are possibly miles across. I have never seen somebody slide a mile.
I would rather not rehash the scale discussion, so OWFRA.
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- Viliam
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...and maybe if unit hits an enemy unit, it automatically makes a melee attack.
Something similar, just a bit different, could IMHO be relatively easy to implement in WML. When unit ends movement on ice, it is randomly moved by 1 hex.
I am not sure how exactly is WML able to support this:
- how to tell when unit has "ended" movement? zero movement points left? then not using the last movement point would prevent the random moving (but maybe it is OK; it means that unit walks slowly and carefully on ice)
- is it possible to have a WML event only at the end of movement, or can it be after each hex?
- is WML event triggered after movement but before the attack on enemy unit, if player orders movement and attack in single click? what happens with attack command if unit is moved to another hex (a) adjacent (b) not adjacent to enemy unit it originally had to attack?
This is the problem... before we accept the cool ideas, we must also think about consequences... how would they interract with existing rules.
Something similar, just a bit different, could IMHO be relatively easy to implement in WML. When unit ends movement on ice, it is randomly moved by 1 hex.
I am not sure how exactly is WML able to support this:
- how to tell when unit has "ended" movement? zero movement points left? then not using the last movement point would prevent the random moving (but maybe it is OK; it means that unit walks slowly and carefully on ice)
- is it possible to have a WML event only at the end of movement, or can it be after each hex?
- is WML event triggered after movement but before the attack on enemy unit, if player orders movement and attack in single click? what happens with attack command if unit is moved to another hex (a) adjacent (b) not adjacent to enemy unit it originally had to attack?
This is the problem... before we accept the cool ideas, we must also think about consequences... how would they interract with existing rules.
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I have very little knowledge of WML, but I think that putting in the rules for adjacent enemy units, if the square it slides to is a non-ice tile, and so on seems like it would be hard. Just my 2 cents.Viliam wrote:Something similar, just a bit different, could IMHO be relatively easy to implement in WML. When unit ends movement on ice, it is randomly moved by 1 hex.
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- Elvish_Pillager
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Different idea:
If, in one turn, you move into an ice hex, you cannot leave that hex except by moving the same direction.
If, in one turn, you move into an ice hex, you cannot leave that hex except by moving the same direction.
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No no no, please no. Come on this makes no sense at all. Its not just a sillly idea, it is borderline [censored]. On top of the entirely valid scale argument this is a turn based game where a turn is aproximately 4 hours. Even if it were possible to slide on ice that long, don't you think the units would just stop and turn around automatically and adjust.
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I'm letting this go as scenario fodder, as mentioned. But it's on close watch.
Two full pages. Once I see a three, if it isn't worth pursuing, it's locked.
Two full pages. Once I see a three, if it isn't worth pursuing, it's locked.
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