Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Attacking #7

Closed
IMP1 opened this issue Mar 28, 2016 · 5 comments
Closed

Attacking #7

IMP1 opened this issue Mar 28, 2016 · 5 comments

Comments

@IMP1
Copy link
Owner

IMP1 commented Mar 28, 2016

Should attacks be direct or indirect?

Direct: Units engage in a li'l skirmish and do damage to each other.

Indirect: One unit attacks the other, and the other does nothing.

@IMP1
Copy link
Owner Author

IMP1 commented Mar 28, 2016

If we go for direct, there will obviously also be some units that attack indirectly.

@IMP1
Copy link
Owner Author

IMP1 commented Mar 28, 2016

If we go for indirect, could we have a kinda x-com-style Overwatch (maybe called 'hold position'), whereby if you're attacked, you can attack back, at a slight attack/defence penalty?

Could we have a more specific hold position, where you select an arc in a direction (maybe a quarter of a circle in any 8 directions?) and if the unit appears in that you get no attack/defence penalty (maybe a bonus?) but if they appear anywhere else, you get the penalty (maybe a worse one?)

@IMP1
Copy link
Owner Author

IMP1 commented Mar 28, 2016

I think we'll have a mix. Units being attacked will fight back (unless they've been told to Hold Fire or something (to conserver ammo)) if the attacker is in range of the defender.

And we'll have the specific hold position with direction thing.

@IMP1
Copy link
Owner Author

IMP1 commented Mar 28, 2016

Because a unit can move and then attack, it seems silly to get an attack bonus on a unit you didn't know was there (was hidden in the fog)

Maybe have each player have a list of all enemy units they can see, and do something with that?

Or maybe have a player line up a units' actions all at once (like advance wars), to avoid this, and not be able to move, and the separatetly attack.

@IMP1
Copy link
Owner Author

IMP1 commented May 3, 2016

done as of 75d1cff
just needs the damage to actually be done, and fancy animations, but that's a separate issue.

@IMP1 IMP1 closed this as completed May 3, 2016
@IMP1 IMP1 mentioned this issue May 5, 2016
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

1 participant