URL:
<http://gna.org/patch/?6479>
Summary: Half-bakery: unit conversion to extra?
Project: Freeciv
Submitted by: jtn
Submitted on: Sun 25 Oct 2015 13:02:53 UTC
Category: None
Priority: 3 - Low
Status: Need Info
Privacy: Public
Assigned to: None
Originator Email:
Open/Closed: Open
Discussion Lock: Any
Planned Release:
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Details:
I've been vaguely thinking about units that build stationary facilities on
terrain (perhaps particular resources), such as work camps, mines, and fishing
nets, and are used up in doing so (each unit can only build one facility).
The obvious way to do this today is to define a mobile and a stationary unit
type (zero move points) and convert from the first to the second, with no
conversion back. However, this has some disadvantages.
This ticket is for exploring the alternative of conversion from unit to an
extra such as a base, and whether that's worth implementing, or whether we
could fix up unit-to-unit-conversion to do all that's needed.
----
Advantages of unit-to-unit conversion:
* have a homecity to which they could contribute resources per turn
** (if you don't need this, should use NoHome to avoid cluttering city owned
list and trouble when city changes hands)
* can use retirement effects (or hp_loss_pct) to limit how long facility
exists (e.g. mine which becomes exhausted)
* could perhaps allow facility to take actions (e.g. healing chosen adjacent
unit?) in future?
* can impose ZOC if you want
* can require upkeep
Some disadvantages of unit-to-unit:
* enemy ones always get in your way -- can't just walk over enemy "base unit",
have to capture or destroy first, wasting movement (I think); peaceful ones
are even more obstructive
* a given mobile unit can only convert to one type of stationary one (can't
have pluripotent work boats)
* Do we handle units with no move points well in the UI, or do they clutter up
the focus rotation? (Some such units may need to be in the rotation if they
can perform actions which don't need movement points, e.g. help wonder)
* Can't extend borders
----
How would such extras look?
* Per-extra flag controlling whether any unit that builds it disappears when
it's complete?
* How to handle multiple units working on such an extra? Just prohibit it?
(You get this for free with unit-to-unit)
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