Feature Requests item #1256710, was opened at 2005-08-11 13:42
Message generated for change (Comment added) made by eric_mcdonald
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Category: Interface: General
Group: None
Status: Open
Resolution: None
Priority: 5
Submitted By: Matthew Skala (matthewskala)
Assigned to: Nobody/Anonymous (nobody)
Summary: Attempt attack by default
Initial Comment:
There's some room for debate as to what's the correct
behaviour here, which is why I'm filing this as an RFE instead
of a bug, but:
If I click on an enemy unit to attack it, the UI code will make a
capture attempt if capture is possible at all; and a capture
attempt means no attack attempt occurs. On the other hand,
if I explicitly request an attack (not capture) I get the capture
attempt afterwards anyway, and for free with no ACP cost.
When capture is available as a choice, then attack will only
be availabe if explicitly requested. If (as is the case in one
game I'm working on) the chance of success with an attack
is high, but the chance of success with a capture is low, then
just clicking around on the map means I'll be wasting my
effort in seldom-successful capture attempts.
I'd rather have the default when I click be "attack", and do an
explicit capture command when I want to attempt a capture
without doing damage. That seems more intuitive and useful.
It might be possible to simulate in the GDL by using the
"surrender" mechanism rather than the "capture"
mechanism, but that may have different semantics, it means
capture as a separate action without attack is no longer
possible, and I don't know whether it would connect with the
changed-type-if-captured table.
I think the simplest way to make this change would be to
move the capture logic that starts around like 3336 of ui.c, to
after the regular-attack logic, but I haven't tested that
carefully.
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>Comment By: Eric McDonald (eric_mcdonald)
Date: 2005-08-12 00:06
Message:
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My biggest problem with the whole attack/capture issue is
that there is not a separate table for capture chance from
an attack. I ran into this problem several years ago, and it
annoyed me. Basically, if you want to allow direct capture,
and attack, then you also automatically allow capture-by-attack.
From my point of view, I think direct capture could be made
into a more useful game device by having the ability to shut
off capture-by-attack (and capture-by-fire).
As far as the UI attempting direct capture before
capture-by-attack, I have mixed feelings on the subject. On
the one hand, I certainly see your viewpoint. One the other
hand, I think we should still prefer the more graceful
method. Why trash something that you can capture cleanly?
Was it not Sun Tzu in his Thirteen Chapters (aka., the Art
of War), who recommended that attrition only be used as the
last resort?
One possible improvement would be to always choose the
method that costs the least resources (ACP inclusive-or
materials). If an attack (with or without capture) cost less
than a direct capture, then that would be preferred.
Otherwise, the direct capture would be attempted.
But, like I said at the beginning of this reply,
attack-with-capture being implied by a >0% capture chance
and the availability of an attack bothers me more than the
UI's affinity for one or the other. I would rather be able
to shut off the capture extension for attacks and firing.
This would cleanly separate the two actions.
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