[Freeciv-Dev] [patch #4805] Transferring units between transports on the same tile

2014-06-15 Thread David Fernandez
Follow-up Comment #5, patch #4805 (project freeciv):

Obviously realism cannot be used as the guideline here, as none of these
things is realistic. So it becomes mainly gameplay and balance issue - we
should disallow major exploits.
I do not say that it is less realistic this use of transports, but I think it
will harm the playability, because players who want to take full advantage of
this feature are forced to perform a lot of micromanagement.

In civ3 it was possible to transfer units between transports, and I found that
the fastest way to move my troops from one continent to another was, for
example, to place my transports (6 movement points) 3 tiles away from each
other, creating a line between my continent and the target continent.
This way, I was able to load 8 units in the first transport, move it 3 tiles
to meet the next transport, transfer the units, and then move back the 3 tiles
to repeat the same operation in next turn. Then move next transport, transfer
units, and move back, etc.
At the end, you can move units from one continent to another in one single
turn, but the task is so tedius that after several turns, I ended hating it.

I understand that some people may like this feature, I just ask some way to
limit it, and the cost of one SINGLE_MOVE sounds good enough to me.

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[Freeciv-Dev] [patch #4805] Transferring units between transports on the same tile

2014-06-14 Thread Jacob Nevins
URL:
  http://gna.org/patch/?4805

 Summary: Transferring units between transports on the same
tile
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat 14 Jun 2014 12:38:08 BST
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

Currently we have the situation that you can move transported units between
ships on adjacent tiles (using the UNIT_MOVE packet), but not between ships on
the same tile (with the UNIT_LOAD packet).

I think this can be fixed without network protocol changes -- change
could_unit_load(). Possibly we'd want to unify some of the move and load
logic, since unit_move() is currently in effect doubling up as a load/transfer
packet. (It's probably worth thinking about patch #4804 while doing this.)

This lets transfers be done atomically; without it, you'd have to allow
unloaded units in non-native terrain.

This will need some UI. I think this will be the same as needed for bug #13943
(selective load).

For narrative reasons it would obviously be ideal if ruleset authors could
specify when transfers in non-native terrain were allowed (moving tanks
between transports in open sea is implausible). But that's fiddly to specify
and I'd like to keep that the subject of another ticket; for now it should at
least respect embarks/disembarks.




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[Freeciv-Dev] [patch #4805] Transferring units between transports on the same tile

2014-06-14 Thread David Fernandez
Follow-up Comment #1, patch #4805 (project freeciv):

Something that I liked from freeciv compared to other civs is that it was not
possible to use chains of transports in order to move units indefinitely in
one single turn.

If you allow transferring units between transports on the same tile, I'm
afraid it could be possible to load a unit in one transport, move it until it
reaches another transport, transfer the unit without wasting movement points,
and then continue moving in the new transport.
If you exploit it, for example, you can place 10 triremes 3 tiles away from
each other, and use them to move one land unit 30 tiles in one single turn.

I'd suggest to make it possible to avoid this kind of unlimited movement, for
example by reducing the movement points every time a unit is transfered from
one transport to another.


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[Freeciv-Dev] [patch #4805] Transferring units between transports on the same tile

2014-06-14 Thread Jacob Nevins
Follow-up Comment #2, patch #4805 (project freeciv):

That's a good point.

I think there are limited cases where it is possible to do what you describe
today, where a unit can unload/reload on native terrain. For instance it's
possible to transport a unit arbitrarily far along your own coastline by
hopping from city to city, taking a fresh transport in each one. Land
transports would have similar issues.

A default behaviour where units transferring between transports outside of a
base/city lose movement points similar to moving between adjacent transports
would be better than nothing, but I suspect it really needs fine ruleset
control to fix this properly.

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[Freeciv-Dev] [patch #4805] Transferring units between transports on the same tile

2014-06-14 Thread Marko Lindqvist
Follow-up Comment #3, patch #4805 (project freeciv):

Going a bit OT, but this is the general spacetime distortion in our model.
Units have movement points telling how much they can move a turn (lat's say;
year). Yet units are not moving at the same time, but one at a time. When they
interact, that interaction can clearly happen in the different point of the
unit A's year than unit B's year. Let's say unit A moves all around (spends
almost full year first) and then attacks B which has not moved at all, and B
wins and remains alive. Unit B then moves, making it clear that the attack
against it took place in the beginning of the year.
As such, it's not always clear what things are to be considered bugs and which
are just features of our model. Obviously realism cannot be used as the
guideline here, as none of these things is realistic. So it becomes mainly
gameplay and balance issue - we should disallow major exploits.

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[Freeciv-Dev] [patch #4805] Transferring units between transports on the same tile

2014-06-14 Thread Emmet Hikory
Follow-up Comment #4, patch #4805 (project freeciv):

When considering limitation of movement between collocated transports on the
same non-native tile, remember that we permit movement between adjacent
transports on non-native tiles with a cost of SINGLE_MOVE: rather than a
blanket restriction, I suspect it makes more sense to charge SINGLE_MOVE
movement: given the right unit, one can still move implausibly far with relay
transports, but not any farther than one can today (actually, slightly less
far, if one transfers on the same tile, rather than the next adjacent).

I don't think it makes sense to consider the case of being in a base/city for
this: it should only depend on the unit nativity.  In the special case of
sea-only transports and land-only cargo, only tiles that have bases or cities
will be native to both, but there's no reason to apply the same rules for e.g.
Paratroopers moving between transport-capable Helicopters on Plains tiles.

In terms of narrative support, consider that two transports with embedded
debarkation ramps may be able to align them to transfer a tank (assuming a
common-plan transport also supporting a pontoon bridge role).  In a more
complex ruleset, consider a helicopter loading a scout vehicle from a
transport: if the transport is intended to be a winch (according to ruleset
dynamics), then it oughtn't matter that the scout vehicle isn't native to the
tile.

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