This is the mail archive of the
xconq7@sources.redhat.com
mailing list for the Xconq project.
Re: Consumption-per-fire?
On Sat, 2004-06-05 at 13:27, Hans Ronne wrote:
> I was thinking of portals. No decent space game should be without
> wormholes. And portals would also come handy if somebody decided to write a
> Diablo II module for Xconq :-).
Definitely.
> >(What would be even cooler, but certainly a radical change/feature,
> >would be the ability to travel between maps. That would make
> >quasi-recreations of games such as "Bard's Tale" possible.)
>
> Yes. I think this was discussed on the list last year. Somebody wanted to
> write a multi-level D&D type game to Xconq. I suggested walled of sections
> within one big map, with yet to be implemented portals as the only
> connections between them.
I had thought of that as well. However, if someone implemented a game
like that, we would probably have undesirable side effects related to
vision (unless altitude correctly blocks it), acquired knowledge of unit
whereabouts as a result of capture or spying, etc....
> >To me, the question is: is it even worth pretending that the guns can
> >counterattack? They are essentially useless once the British are among
> >them. The guns had their juicy chance when they were mowing down the
> >charging brigade.... Once they are reached, I think the contest is
> >essentially over, and it is time to bring Florence Nightingale to the
> >scene.
>
> True. But the xconq attack code does permit counterattacks, though only of
> the melee type. That was the point I was trying to make.
(table counterattack
(brigade guns 0%)
)
Eric