Feature Requests item #1256710, was opened at 2005-08-11 09:42
Message generated for change (Comment added) made by matthewskala
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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: Matthew Skala (matthewskala)
Date: 2005-08-11 23:59
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I agree that it would be nice to be able to separate capture
completely from attack, but that's not the point I was intending to
make. At present, the system provides attack with capture, and
capture alone, and defaults to capture alone. Those choices are
okay for the game in question, but I think the player is likely to want
"attack with capture" much more often than capture alone, and I
think the player will expect that to be the default. Capture alone,
which is what you'd want if it's important to take the target intact, is
currently available if you ask for it explicitly, and would remain so; it
would just stop being the default.
I don't like the idea of having the default depend on which action is
more expensive in ACP, because that would make it even less
predictable for the user than it already is. The crux of the problem,
as I see it, is that when I click on an enemy unit I expect to be
attacking it. Some units I can try to capture instead of or in addition
to attacking, and I think "in addition" is closer to what I expect
when clicking in general means "attack". If I want to only capture
without attempting to do damage, I'll ask for that explicitly.
But although changing the meaning of a click depending on
whether capture is possible is bad, it would be even worse if it
depended on ACP costs, because then to predict the behaviour I
have to think about not only whether capture is possible, but how
expensive it might be - I have to memorize a bunch of rules from
the individual game just to know what one of the most frequently
used commands in the UI actually does. Then it would seem like
"when you click, the game will decide for you whether you want to
attack or capture", and I'd expect to spend a lot of time as a player
cursing it for overriding my wishes. (Much the same annoyance
that crops up with the materials give and take commands, which
often exchange with a unit other than the one I'd have wanted.)
Inconsistent or unpredictable meanings for a user interface
command = teh bad.
The point about it being preferable to capture an enemy unit
undamaged is a good one, but in the situation where neither
attacking nor capturing is likely to defeat the unit in one attempt, I'd
much rather have a chance at both instead of attemping only the
one that's least likely to succeed. It's not clever to go to lengths to
protect an enemy unit from harm, just so it can destroy me while I'm
waiting for the rare event of taking it cleanly. I also think that's very
much a decision that should be up to the player. It's not one we
should decide in advance and bake into the UI.
Maybe making the default depend on the percentage chance of
success - do whichever one is most likely to succeed - might be a
better idea than making it depend on the cost of the attempt,
although it still has most of the same disadvantages. It's also
possible to imagine (though the predictability would be very poor)
a formula that would calculate how much "bang" (in terms of
chances of success) you get for the "buck" (of ACP cost) - roll in
chance of success, expected amount of damage done for attacks,
and cost of the two actions. That might be more appropriate for the
AI, though, in deciding what it wants, than for the UI in deciding
what the player is likely to want.
Note: there is special handling in the code for advanced units. I
don't fully understand the rules there, but it looks like there's some
kind of handling to make it easier to capture an advanced unit if
there are no occupants to act as defenders. It may be that that's
aimed at the idea that attackers won't want to cause damage to a
unit they're about to capture, if they can capture it without causing
damage. I don't think it applies to non-advanced units, though.
It may be, from a philosophical point of view, that I'd be best served
by simply using the "surrender" mechanism in my game instead of
"capture". It may better reflect what I'm trying to do with the low
capture chance and relatively high hit chance. I wonder if it'll be
possible to make a type change happen on surrender; I'll have to
check whether it uses the changed-type-if-captured table.
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Comment By: Eric McDonald (eric_mcdonald)
Date: 2005-08-11 20:06
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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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