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Re: Transports that affect protection?


On Mon, 27 Sep 2004, Lincoln Peters wrote:

> city.  The wall usually provides 1000% protection against normal attacks
> (they can only attack the wall), so the army is going to have one heck
> of a time taking the city.  On the other hand, if a siege tower moves
> adjacent to the city, any knights within the tower should be able to
> attack the city and ignore the wall.  The same is true for knights who
> attack from flying vehicles or from the backs of flying monsters.

It is tempting to classify this as a sort of elevation-dependent 
problem.

As I recall, there is already a property out there which affects 
an occupant's height (for the purpose of vision). Perhaps this 
could be commandeered for some sort of attack modification as 
well. Just a thought....

> recently, but has anyone ever considered how one's transport might
> affect how one's attacks are affected by a defender's various
> protections?

I would probably restate the problem as how a transport modifies 
its occupant's hit chance versus various targets. I believe that 
there is already a sort of generalized occupant hit chance 
modifier table, a TableUU between transport and occupant. I think 
what you are proposing would perhaps require something like 
'transport-adds-hit-chance-against' (one would not be able to 
specify an occupant type in this case, since we don't have 3D 
tables, __just the type of the occ's transport and the type of 
the defender).

> When the wind is great, bow before it;
> when the wind is heavy, yield to it.

If Sun Tzu wrote that, the Mongols should have had one of their 
vassals read it to them before they attempted their invasions of 
Japan.

Eric


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