[Freeciv-tickets] [freeciv] #48260: Suggestion about CanEscape

Back to archive index
OSDN Ticket System norep****@osdn*****
Thu Jun 22 02:24:51 JST 2023


#48260: Suggestion about CanEscape

  Open Date: 2023-06-20 19:55
Last Update: 2023-06-22 02:24

URL for this Ticket:
    https://osdn.net//projects/freeciv/ticket/48260
RSS feed for this Ticket:
    https://osdn.net/ticket/ticket_rss.php?group_id=12505&tid=48260

---------------------------------------------------------------------

Last Changes/Comment on this Ticket:
2023-06-22 02:24 Updated by: bard
 * Details Updated


---------------------------------------------------------------------
Ticket Status:

      Reporter: bard
         Owner: (None)
          Type: Patches
        Status: Open
      Priority: 5 - Medium
     MileStone: (None)
     Component: (None)
      Severity: 5 - Medium
    Resolution: None
---------------------------------------------------------------------

Ticket details:

I like the idea behind this unit flag, but I think it could be improved by making the effect less random and more tactical based.
With the current effect, each of the units with CanEscape flag has a 50% to survive and randomly move to one of the surrounding tiles. But, if the tile is occupied by an enemy unit, the unit with CanEscape dies anyway.
This leads to a gameplay where the attacking player can temporary surround the enemy stack with his own units (airplanes, explorers, or even workers or freights), and then kill the stack by attacking with any unit (even if slower than the CanEscape units). At the end the flag causes the need to micromanage every attack to enemy unit stacks with no real tactical value, in my opinion.
My suggestion would be to keep the conditions that allow to escape (more remaining mp than attacking unit), to remove the 50% chance (change to 100%), to force that the only valid tiles for the units to escape must have a friendly unit already, and to allow each escaping unit to choose one of those valid adjacent tiles randomly (all escaping units can survive as long as there is one adjacent tile with a friendly unit). This way:
- Void tiles are not valid to escape and the attacker do not need to move units to every tile around the enemy stack every time.
- If the attacker wants to be sure that every unit in the enemy stack dies, they have to kill first the other enemy units adjacent to the stack (or to use a faster unit to attack, as it works now).
- It would allow the defender to use the unit stacks as some kind of "supply lines" where it is important that stacks remain adjacent to each other so the fast units can escape.
- If there are several enemy stacks adjacent to each other, it is still possible to attack the first one, see how the CanEscape units move to other stack, then kill that stack to see how they move to the next one, until their remaining movement points are not enough to escape, or until there are no more adjacent stacks.
I think the use of units stacks would be more fun this way, with several tactical options that would encourage players to protect their stacks with adjacent units or other stacks.


-- 
Ticket information of Freeciv project
Freeciv Project is hosted on OSDN

Project URL: https://osdn.net/projects/freeciv/
OSDN: https://osdn.net

URL for this Ticket:
    https://osdn.net/projects/freeciv/ticket/48260
RSS feed for this Ticket:
    https://osdn.net/ticket/ticket_rss.php?group_id=12505&tid=48260



More information about the Freeciv-tickets mailing list
Back to archive index