Movement-Based Attacks

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:
Post Reply
Max
Posts: 1449
Joined: April 13th, 2008, 12:41 am

Movement-Based Attacks

Post by Max »

usually it's a bad sign if even veterans have some difficulty to understand how a proposed skill works^^

i'm not sure if i made myself clear enough when i said "lot's of turn-based games actually have (or rather had) a connection between damage and move points". What i meant was just the fact, that you have a certain amount of move points and you can spend them by either moving or attacking (usually attacking costs more than 1mp, often depending on the weapon).

it's quite clear that wesnoth does not use this approach, my guess would be that this was an intentional decision. if someone implemented a weapon special where e.g. the number of strikes was based on remaining mp's - would this be considered unwesnothian? i personally like it, but i've never seen such a special suggested before (or being put in "frequently proposed good ideas")
User avatar
Turuk
Sithslayer
Posts: 5283
Joined: February 28th, 2007, 8:58 pm
Contact:

Re: A few batch of ideas (skills & weapons specials)

Post by Turuk »

Max2008 wrote:if someone implemented a weapon special where e.g. the number of strikes was based on remaining mp's - would this be considered unwesnothian? i personally like it, but i've never seen such a special suggested
It would make for an interesting unit. You either have the ability to move like a normal unit (4-5 hexes), or move extremely slow and get in 2-3 strikes. Giving the unit movement points greater than that to a unit with this special in order to make it move/attack closer to a regular unit would end up making it be able to move pretty far... Eh, it's one of those things where you'd have to try it out and see how it plays to hammer it out.
Mainline Maintainer: AOI, DM, NR, TB and THoT.
UMC Maintainer: Forward They Cried, A Few Logs, A Few More Logs, Start of the War, and Battle Against Time
Max
Posts: 1449
Joined: April 13th, 2008, 12:41 am

Re: A few batch of ideas (skills & weapons specials)

Post by Max »

i thought of something like that (let's say unit has 6mp):
0-3: 1 strike
4-5: 2 strikes
6: 3 strikes

could this already be done in wml? maybe using the attack event, store unit to get remaining move points, adapt strikes, unstore unit, reset in attack_end... what about (un)condsider attack, would this allow to display correct attack predictions?
User avatar
Turuk
Sithslayer
Posts: 5283
Joined: February 28th, 2007, 8:58 pm
Contact:

Re: Movement-Based Attacks

Post by Turuk »

Ah, so a rounding system that uses a preset range to check against which will make sure that the player cannot abuse it... Hmm, not a bad take. For WML, you will need someone besides me. :)
Mainline Maintainer: AOI, DM, NR, TB and THoT.
UMC Maintainer: Forward They Cried, A Few Logs, A Few More Logs, Start of the War, and Battle Against Time
User avatar
zookeeper
WML Wizard
Posts: 9742
Joined: September 11th, 2004, 10:40 pm
Location: Finland

Re: A few batch of ideas (skills & weapons specials)

Post by zookeeper »

Max2008 wrote:i thought of something like that (let's say unit has 6mp):
0-3: 1 strike
4-5: 2 strikes
6: 3 strikes

could this already be done in wml? maybe using the attack event, store unit to get remaining move points, adapt strikes, unstore unit, reset in attack_end... what about (un)condsider attack, would this allow to display correct attack predictions?
Just use a bunch of [attacks] specials, each one active when the unit has a certain amount of MP left.
Velensk
Multiplayer Contributor
Posts: 4005
Joined: January 24th, 2007, 12:56 am

Re: Movement-Based Attacks

Post by Velensk »

Err... When you move next to an enemy you automaticaly lose all your remaining movement.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
User avatar
DEATH_is_undead
Posts: 960
Joined: March 4th, 2007, 3:00 pm
Location: Northern United States

Re: Movement-Based Attacks

Post by DEATH_is_undead »

Velensk wrote:Err... When you move next to an enemy you automaticaly lose all your remaining movement.
Unless Skirmish. Add skirmish to the ability, then make the attacks and such.
3P MP Scenario - Great Dwarves Escape
The best way to learn is to follow. In order to learn WML, you have to follow other's work, and check their codes.
TheMastermind
Posts: 15
Joined: December 30th, 2008, 9:20 pm
Location: Israel

Re: Movement-Based Attacks

Post by TheMastermind »

talking about movment and attack relasionship:

what about charge attacks?
a mounted unit that moved a lot (maybe in a straghit line) can have one powerful attack.

but to me it looks lie a preatty complicated feature reletive to the other features in the game.

English is not my main language, sorry XD
User avatar
Turuk
Sithslayer
Posts: 5283
Joined: February 28th, 2007, 8:58 pm
Contact:

Re: Movement-Based Attacks

Post by Turuk »

TheMastermind wrote: talking about movment and attack relasionship:

what about charge attacks?
a mounted unit that moved a lot (maybe in a straghit line) can have one powerful attack.

but to me it looks lie a preatty complicated feature reletive to the other features in the game.
With the exception of your "maybe a straight line" part, there is already a functioning charge attack in the game. You might want to look at all of the abilities first.
Mainline Maintainer: AOI, DM, NR, TB and THoT.
UMC Maintainer: Forward They Cried, A Few Logs, A Few More Logs, Start of the War, and Battle Against Time
Max
Posts: 1449
Joined: April 13th, 2008, 12:41 am

Re: Movement-Based Attacks

Post by Max »

i doubt that it would be possible to get the necessary information about how a unit approached it's target. even if you could get the startpoint that would mean you have to do lots of calculation.
User avatar
cool evil
Posts: 244
Joined: September 13th, 2007, 10:56 pm

Re: Movement-Based Attacks

Post by cool evil »

It could certainly be useful but that unit has to be nerfed down in some way to compensate for it's versatility. I propose mp be called something else first, such as EP for energy points to avoid confusion. Players can order that unit to attack using a certain amount of EP, but with a minimium of such as 2 or 3 depending on the attack used. When doubling the minimal amount of EP used, that unit gets twice as many strikes; and when adding a single EP point to be used, that would increase the amount of damage done per hit relative to the base damage. The latter would be quite easy to do as damage modifiers could easily bump up an attack's damage by 30 or 50 percent if desired.

This has been done in numerous turn-based strategy games, particularly those that require movements of units on the fly. Perhaps it could be implemented in user DLCs but certainly not mainline as it is quite different to the fundamentals of wesnoth combat.
Have no fear, Vlad is here!
User avatar
Turuk
Sithslayer
Posts: 5283
Joined: February 28th, 2007, 8:58 pm
Contact:

Re: Movement-Based Attacks

Post by Turuk »

cool evil wrote:It could certainly be useful but that unit has to be nerfed down in some way to compensate for it's versatility. I propose mp be called something else first, such as EP for energy points to avoid confusion. Players can order that unit to attack using a certain amount of EP, but with a minimium of such as 2 or 3 depending on the attack used. When doubling the minimal amount of EP used, that unit gets twice as many strikes; and when adding a single EP point to be used, that would increase the amount of damage done per hit relative to the base damage. The latter would be quite easy to do as damage modifiers could easily bump up an attack's damage by 30 or 50 percent if desired.

This has been done in numerous turn-based strategy games, particularly those that require movements of units on the fly. Perhaps it could be implemented in user DLCs but certainly not mainline as it is quite different to the fundamentals of wesnoth combat.
That may be more intuitive, but as you pointed out, it would mess with the fundamental of Wesnoth and would be a bit of work even for an add-on.

The best bet is the solution already proposed by zookeeper.
Mainline Maintainer: AOI, DM, NR, TB and THoT.
UMC Maintainer: Forward They Cried, A Few Logs, A Few More Logs, Start of the War, and Battle Against Time
User avatar
Simons Mith
Posts: 821
Joined: January 27th, 2005, 10:46 pm
Location: Twickenham
Contact:

Re: Movement-Based Attacks

Post by Simons Mith »

I suppose for balance purposes you'd treat it a bit like the Swarm special - that is, it's a disadvantage. Call it 'flurry of blows' or something, and balance the unit on the assumption that it's usually going to get all of its attacks. That way you'e erring on the side of caution. Actually, Slow is going to hurt this unit twice over, isn't it? Ow.
 
User avatar
Ken_Oh
Moderator Emeritus
Posts: 2178
Joined: February 6th, 2006, 4:03 am
Location: Baltimore, Maryland, USA

Re: Movement-Based Attacks

Post by Ken_Oh »

I just had a thought. Instead of how many moves the unit makes, this special should be based on how far the unit moves (the distance from where it starts its turn to where it make its attacks). This makes more sense because if the idea is that it accelerates on each hex, it wouldn't then make sense if the unit travels through 2 swamp hexes and does the same amount of damage as if it travels through 6 flat hexes.

This would also solve the problem of players moving back and forth over 2 hexes to gain the bonus; it would also remove the need for the unit to have skirmisher.
Max
Posts: 1449
Joined: April 13th, 2008, 12:41 am

Re: Movement-Based Attacks

Post by Max »

Ken_Oh wrote:I just had a thought. Instead of how many moves the unit makes, this special should be based on how far the unit moves (the distance from where it starts its turn to where it make its attacks). This makes more sense because if the idea is that it accelerates...
wrong thread, this has been discussed in the one where this was split from: http://www.wesnoth.org/forum/viewtopic.php?f=12&t=23871
Post Reply