Hmm yea having explorers navigate checkered areas would be really lame indeed... especially if the AI places the checks on enemy wheat fields then tries to send a wave of bombers over. As for the automatic avoidance issue, I guess it makes more sense overall for them to avoid turrets. Even typical RTS's that allow micromanagement have that feature (non-combat units automatically run away from damage sources) so it's something we should do as well. I'm just not sure about automatically putting a forbidden zone around it:
-Are there 2 types of forbidden zones, one for air and one for ground? -If yes, can the user place air forbidden zones? -If yes, or if there is only 1 type of forbidden zone, can the user remove them? -If they can, won't they just get replaced the next time some explorers get hit in that area? -And will there be automatic removal of (air) forbidden zones when towers get destroyed? -How will the system know that it was a zone that was automatically placed and hence should be automatically removed, instead of a user-placed zone which shouldn't be automatically removed? Those are some considerations we need to take into account, probably there are some others. In any case, personally I'd like to see more unit types - having an archer unit would be awesome! On Tue, Jun 16, 2009 at 6:30 PM, Leo Wandersleb <[email protected]>wrote: > Quinn Yee Qin Teh wrote: > > I think I would prefer to make the avoidance of turrets by explorers > manual > > instead of automatic. It should be up to the defender to build a good > > defense perimeter if they don't want enemy explorers snooping around. As > for > > the attacker, if they see an area around, won't they naturally want to > > explore that area instead of the other way around? > i don't understand your point. in my opinion an automatic avoidance > would not automatically avoid every single hit by a turret. it would > just make the hive learn. so a turret would shoot at an explorer and the > explorer would mark the range as air-forbidden. if that turret gets > destroyed by a third faction, my explorers would still avoid that area > until i get to see there is no turret anymore. if the turret increases > range, my explorers would have to learn that but getting hit again. > > as explorers then would sneak into the enemies base circumventing > turrets it would become necessary to massively increase air defense. > technically easiest would be to increase turret air range by 50-100%. > another option would be to separate ground and air attack (arrows need > wood) and give every L2 and L3 building the ability to fend off air > units. in that scenario explorers would turn into a defensive unit that > cannot operate near the enemy. > a third option would be to create a real counter-air unit (slingshot > warriors) that takes little damage but can shoot those overpowered beasts. > > regards > > leo > > > > _______________________________________________ > glob2-devel mailing list > [email protected] > http://lists.nongnu.org/mailman/listinfo/glob2-devel >
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