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Chasing option Messages in this topic - RSS

ChromaBear
ChromaBear
Posts: 14


4/29/2016
ChromaBear
ChromaBear
Posts: 14
Since there's a way of retreating when you have below 10% HP attacking seem very safe (You even have info on the opponents army before engaging) so why don't we have an option (and maybe a stat bonus) when guarding a structure "if the attacker flees or stop attacking, chase and attack what is left of his army for X tiles"

Also if a unit (like a transport) is in mouvement is it stoped by an attack or does it keep moving?
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Razorix22
Razorix22
Posts: 13


4/29/2016
Razorix22
Razorix22
Posts: 13
The 10% HP option is about the HP pool from the attacker, but from the defender.
I set an attack with 20% HP option, and my division stopped the attack at the moment I damaged a transport to 10% of his HP pool.
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Baston
Baston
Posts: 40


4/29/2016
Baston
Baston
Posts: 40
Technically a good idea. Strategically not.
If I was the attacker, I would in this case send a few sacrificial units on the defender, so that he pursues them, and at the same time I would attack the town with my remaining units now that there is no defenses.
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Doctor Dread
Doctor Dread
Administrator
Posts: 1478


4/29/2016
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
Razorix22 wrote:
The 10% HP option is about the HP pool from the attacker, but from the defender.
I set an attack with 20% HP option, and my division stopped the attack at the moment I damaged a transport to 10% of his HP pool.


... I think that's a bug the threshold is supposed to be for your units not the defenders =)
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Doctor Dread
Doctor Dread
Administrator
Posts: 1478


4/29/2016
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
ChromaBear wrote:
Since there's a way of retreating when you have below 10% HP attacking seem very safe (You even have info on the opponents army before engaging) so why don't we have an option (and maybe a stat bonus) when guarding a structure "if the attacker flees or stop attacking, chase and attack what is left of his army for X tiles"

Also if a unit (like a transport) is in mouvement is it stoped by an attack or does it keep moving?


Making a "Chase" mechanic was proving to be quite complicated especially when one unit is chasing another unit which is chasing another unit. It becomes this recursive loop which quickly gets out of hand. The game isn't run in a way where each corp takes a turn in order, which would of made it easy. It all happens at once so it crazy complicated and we abandoned the idea. We prefer it to be defenders advantage anyway.

Stopping the units, or entire fleet because its under attack also becomes complicated once you ask if a scout can stop a fleet of battleships from moving if its attacked.

However, if you are clever you can still chase down a unit in a way, because the movement is predictable. And also, a little realized secret, all the units only travel in a straight line and then stop at the "turn" they need to make to get to where they are going unless where they are going is a straight line in one of the 8 directions. Even if a scout ship is flying to another city 3 spaces away, it will stop to "turn" at the appropriate spot so it can travel in a straight lien again to land at its destination if the city is one below and two the left of the starting city.

Knowing this you can set units at the point of the "turn" and catch the freighter where its stopping between cities.

We were looking into making a "Move and Attack" order which can execute a move (to chase a unit) and an attack in the same turn. With that you can just order your units to go where you think the other unit is going to be and attack in the same turn. But again, we don't like the chase down idea as it opens up a lot of complications and makes the game a lot more destructive.
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ChromaBear
ChromaBear
Posts: 14


4/29/2016
ChromaBear
ChromaBear
Posts: 14
Very nice, this is precious information! Big Grin
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