Abilities and choices

Brainstorm ideas of possible additions to the game. Read this before posting!

Moderator: Forum Moderators

Forum rules
Before posting a new idea, you must read the following:
Soliton
Site Administrator
Posts: 1733
Joined: April 5th, 2005, 3:25 pm
Location: #wesnoth-mp

Post by Soliton »

Elvish Pillager wrote:I sense the presence of duplicate code...

Level 0 invisible units cause move loss when ambushing.
As does ambushing a skirmisher.
"If gameplay requires it, they can be made to live on Venus." -- scott
User avatar
irrevenant
Moderator Emeritus
Posts: 3692
Joined: August 15th, 2005, 7:57 am
Location: I'm all around you.

Post by irrevenant »

zookeeper wrote:You can't trigger an ambush without stepping on the ambusher's ZoC, so isn't it pretty intuitive to associate how ambush works with ZoC?
No, because an L0 unit has no ZoC, but can discover a hidden unit. The common denominator here is "adjacent hex", not "ZoC".
User avatar
Thrawn
Moderator Emeritus
Posts: 2047
Joined: June 2nd, 2005, 11:37 am
Location: bridge of SSD Chimera

Post by Thrawn »

zookeeper wrote:
Noyga wrote:Btw, no revealing ambushed units next to you might cause problems, since there cannot be 2 units at the same hex.
What do units next to each other have to do with there being two units in the same hex? :?
if not revelaed, you may move a unit onto the hex with an ambusher, but that would just then trigger the ambush, so--that being said, I thinkthat is how a lvl0 ambusher should work...
...please remember that "IT'S" ALWAYS MEANS "IT IS" and "ITS" IS WHAT YOU USE TO INDICATE POSSESSION BY "IT".--scott

this goes for they're/their/there as well
User avatar
Ken_Oh
Moderator Emeritus
Posts: 2178
Joined: February 6th, 2006, 4:03 am
Location: Baltimore, Maryland, USA

Post by Ken_Oh »

Making ambush work better has been discussed tons before. I would say that it has been discussed to death but no idea satisfactory to the devs has come out of it all. I've always thought, much like this guy's suggestion, that hidden units should be undetectable, even to the point that enemy units can move and rest on top of them. Then, some other gameplay considerations would have to be made, but you would have a much more useful ability.
User avatar
turin
Lord of the East
Posts: 11662
Joined: January 11th, 2004, 7:17 pm
Location: Texas
Contact:

Post by turin »

Actually, that sounds like it would be a much less useful ability - the unit would be basically unable to fight on forest, which is its most effective terrain...
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
User avatar
Ken_Oh
Moderator Emeritus
Posts: 2178
Joined: February 6th, 2006, 4:03 am
Location: Baltimore, Maryland, USA

Post by Ken_Oh »

Well, of course, the unit would be able to come out of hiding to attack offensively. The ability is named ambush, after all.

But, I see what you're saying and that's something I hadn't thought about. I'm not sure there's a KISS way to do anything about this, other than leaving it alone.
User avatar
JW
Posts: 5047
Joined: November 10th, 2005, 7:06 am
Location: Chicago-ish, Illinois

Post by JW »

Not to R an OFW, but since we're on the subject of Ambush...

...would it be possible to have moves only queued in "Shroud Updates: Off" mode and then have these queued moves ignore Ambushing units?

Once the player makes a move that would force the queue (like selecting an attack or turning SU: On), the moves would be run one at a timefrom their original positions now NOT ignoring Ambushing units. This would make for a surprise if the unit happened to have passed into enemy ZOC, which is exactly what the ability is supposed to do. This would also remove the dreaded "search" function that EP has warned us about.

I'm not sure if this is implementable, but if it is it would solve all of the current problems (but perhaps add new ones?).
Post Reply