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#129 Enhanced Completed-Occ Functionality

open
nobody
3
2005-06-19
2005-06-15
No

For complete and incomplete occupants it would be
useful if:

They are dynamically affected by advances and obsolete
advances, so that when you build a new Infantry unit
and you've researched Gas Masks, Grenades and Assault
Rifles, the Infantry unit has all of these occupants.

The specific occupants being built affect the cost of
the transport being built. In this way, the above
Infantry unit would be more expensive than one that was
built with Semi-Automatic Rifles and Simple Helmets.

Eventually (Since I see the earlier features as being
within the current framework of XConq) they actually
affect the appearance of the transport itself. This,
of course, is a general occupant feature and not one
specifically related to occs-on-creation.

Discussion

  • Anonymous

    Anonymous - 2005-06-15

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    I would recommend that you set up units so that, upon
    completion, there is an attempt to give them all possible
    occs-on-completion. Then, those rejected due to
    obsolescence, etc... will not be placed.

    I had thought that one of the points of occs-on-completion
    is that they did NOT affect the cost of the transport being
    completed. However, I think I see where this argument is
    headed....

    Let me do some more refactoring of the creation and unit
    completion code later this week. The changes that I will
    make should take care of making sure that restrictions, such
    as obsolescence, apply correctly. I think I should also be
    able to fairly easily modify the ACP and materials
    requirements for construction to account for occs on
    completion. Probably we'll want a table or two to control
    that. We'll see.

    As far as your last point is concerned, yes, it is a
    different topic, and one that has pretty much been discussed
    in other guises. Of course, the smart ass answer is that
    occs already do affect the appearance of the transport. Did
    you ever notice the box that appears around a transport when
    it has occs? And what about the images of the occs
    themselves that appear in that box? :-)

     
  • Anonymous

    Anonymous - 2005-06-19

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    It is tempting to create a new TableUU,
    'consume-for-occs-on-completion', which will determine
    whether or not materials and ACP are consumed for
    creating/completing occs-on-completion. As for the actual
    charges, I think that using the regular consumption tables,
    where the completed transport is regarded as the
    constructor, would probably be appropriate. I still want to
    think more about this....

    I will, however, take care of making sure that all the usual
    construction restrictions apply to occs-on-completion.

     
  • Anonymous

    Anonymous - 2005-06-19
    • priority: 5 --> 6
    • assigned_to: nobody --> eric_mcdonald
     
  • Anonymous

    Anonymous - 2005-06-19

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    OK. The improved checks are now on the CVS trunk.
    Basically, occs-on-completion are created in the same manner
    that a normal 'create-in' action would happen, except that
    ACP and materials are not charged for their creation.

    As far as the charging extra to create/build/create an unit
    based on its occs-on-completion, we need to discuss this
    some more. I would recommend that you put forth a more
    concrete proposal on the 'xconq-developers' list detailing
    how and when charging for occs-on-completion should occur.
    Specifically, I wonder, if the charging should modify the
    per-create and per-build costs or should it be an additional
    barrier to completion after the unit has been built? I can
    see arguments in favor of both. If it is to be a barrier to
    completion, then we may wish to consider a separate
    'complete' action, distinct from 'build' and 'create'. A
    separate 'complete' action would also allow additional
    materials charges without respect to occs-on-completion.
    But, it complicates things a bit, and I am not sure that it
    is really needed. Charging extra per-build also requires
    some additional bookkeeping, but should be fairly managable,
    especially now that the code is in a much more modularized
    and maintainable form than what I found it in.

     
  • Anonymous

    Anonymous - 2005-06-19
    • priority: 6 --> 3
    • assigned_to: eric_mcdonald --> nobody
     
  • Elijah Meeks

    Elijah Meeks - 2005-06-20

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    As I see it, there are two different situations that would
    need to be covered here:

    1) The total cost of a unit being produced from the
    standpoint of a modern game. It costs more to produce a
    regiment of infantry if you're arming them all with
    machineguns than semiautomatic rifles. It costs less to
    build equipment when it's created using replaceable parts,
    that kind of thing.

    2) Units that start with standard equipment, wherein the
    devolopment of equipment is not a part of the game, such as
    in fantasy games. You don't want to saddle a player with
    the hassle of hand-building swords and shields for his orcs,
    so let them be created and some will have swords and others
    axes and others shields. But maybe a designer wants to
    build a game where the player can be like Saruman, and give
    all his orcs the finest armor and weapons, so those weapons
    will have a cost to be built (He's building them by hand, so
    they follow the normal consumption-on-creation for any
    directly-built unit), even if they do show up, randomly,
    with a created unit (The one Orc with a set of plate-mail,
    5d10-49 on the alt-occs-on-completion).

    I think the solution is rather simple, though I might have
    missed something:

    Always charge for any occupant units on the
    occs-on-completion table. This charge is added to the cost
    of the unit and the transport cannot be built unless the
    player can pay the entire material cost of it and its
    occupants (Nope, you can't build your tank with the optics
    stripped out, though maybe in the future you can give the
    player the option to have templated units, wherein he
    decides the specific occupants created with the unit).

    On the other hand, alt-occs-on-completion are free. Since
    it's perfectly reasonable to have:

    (table alt-occs-on-completion
    (hover-tank heavy-laser 1)
    )

    A designer still has the option to give units free
    occupants, as in situation 2, while preserving the ability
    to charge a player for units with advanced equipment, as in
    situation 1.

     
  • Anonymous

    Anonymous - 2005-06-25

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    I originally suggested occs-on-completion to FOS in the
    Xconq.org fora to address the issue of not saddling the
    player with the burden of filling out a transport with occs
    (I had SF Battles construction in mind) and because I
    thought that was what he was getting at anyway. It turned
    out that he had some other possibly fancier ideas he was
    thinking about. I still haven't heard what those ideas are,
    but no matter.... The main reason I chose to service this
    feature request was to allow automatic implicit creation of
    occs upon the completion of an unit. This is is essentially
    addressed (and it is the second situation which you mention
    below).

    However, what we need to think about now is the first
    situation that you mention. Handling this had not been part
    of my original idea or implementation plan. Indeed, it is
    going to prove somewhat interesting to handle, if we choose
    to handle it.
    To reiterate something I said earlier, we need to decide
    WHEN is the best time to charge for the occs. One
    possibility is to integrate the cost into the per-build cost
    while the transport is being built. This increases the
    compelxity of the construction logic, and must be a
    predetermined cost. Being a predetermined cost is both a
    plus and a minus. It is a plus because a straightforward
    answer can be given about how much it will cost to build
    something. It is a minus because it cannot account for
    variable numbers of occs being created on completion.
    The other possibility is to add a completion barrier
    (perhaps in the form of a 'complete' action). This would
    prevent an unit from being complete until its number of
    occs-on-completion is determined and fully paid for. This is
    a plus because it accounts for variable numbers of occs on
    completion. It is a minus because you will not know how much
    something will cost until it is about to be completed;
    additionally, this may cause some concern about whether
    completion could ever actually occur, if the determined
    number of occs could not be paid for.
    This is the dilemma I was hinting at in my earlier post to
    this tracker thread.

     
  • Elijah Meeks

    Elijah Meeks - 2005-06-26

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    My understanding was that completed-occs-on-completion was a
    straight value and not a dice roll. If it's subject to
    random amounts, then my solution wouldn't work so well,
    though I still like it for its simplicity. If
    completed-occs-on-completion was charged to the cost of the
    transport, it would be transport-cost plus all available
    occupants (Meaning no occupants that are off-limits due to
    obsolesence or not having the current advance). In the case
    of multiple occupants, it could be the cost of the average
    number of occupants (So, assuming an archer starts with 2d6
    arrows, you're charged for the archer plus 7 arrows).

    With alt-completed-occs-on-completion available, then a
    designer such as myself, who wanted to have units built for
    just the cost of the unit and not charged for occupants, I
    could set it up in the alt- tables. I would then use
    completed-occs-on-completion for a game like Cast Iron Life
    (Wherein I wanted to simulate the cost of equiping units)
    and alt-completed-occs-on-completion for SF Battles (Where I
    just want to charge for a ship, even if later I want to give
    the player the ability to build individual systems).

     
  • Anonymous

    Anonymous - 2005-06-26

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    Well, the 'alt-*-occs-on-completion' tables certainly cause
    the dilemma, but so do the "non-alternate" tables, even
    though it is less severe. '*-occs-on-completion' tables are
    not straight integers; they can have a fractional
    probability for one additional unit. 4.45 means 4 guaranteed
    units and a 45% chance of a 5th unit.

     
  • Elijah Meeks

    Elijah Meeks - 2005-06-26

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    I'd be willing to write this off to designer responsibility.
    If they know how these tables work, they'll simply need to
    write the tables accordingly. In the case of the additional
    unit in the completed-occs-on-completion table--in a
    situation where the designer charges a
    consumption-on-completion cost for the occupant in
    question--I'd say charge them for it if it's created and if
    the builder can't afford the full cost but can afford the
    base cost, then give them only the base amount. In other
    words, if you've got:

    completed-occs-on-completion
    soldier grenades 4.45

    And

    consumption-on-creation
    soldier dinero 100
    grenade dinero 5

    And your builder has 120 dinero, then it can build the
    soldier and if the probability indicates 5 grenades instead
    of 4, then tough luck, your soldier only gets 4 because
    that's all you can afford. Alternately, the additional
    possible occupant could be free. Either way, you're simply
    placing the burden of game balance on the designer, which is
    perfectly acceptable.

     
  • Anonymous

    Anonymous - 2005-06-26

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    I've been thinking more about when to charge for
    occs-on-completion. There is too much state that must be
    preserved if charging is done on a per-build basis. I think
    that the charging for occs-on-completion must be done during
    completion. I also think that the only occs-on-completion
    that one gets are the ones that can be paid for. If one asks
    for 4.45 grenades, and only can pay for 3, then that is all
    that are gained. Similarly, if one asks for 4d10+5 arrows on
    completion of an archer, is determined to get 35, and can
    only pay for 20, then 20 is all that one gets with the archer.

    I also think that charging for occs should NOT be the
    default behavior of the regular or the supplemental
    complete-occs-on-completion table. To enable charging, I
    think one will need to set a new boolean TableUU,
    'charge-for-occs-on-completion', which has a default value
    of false.

     

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