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DF Suggestions / Re: Reach attacks, not weapons.
« on: September 12, 2013, 10:19:23 am »
> The game doesn't allow it, because you are trying to build it on top of something, that doesn't make sense. That's my problem with it.
I'm trying to come up with an idea of how to add reach attacks on top of existing system, with minimal effort. AFAIK currently creatures don't have exact location, just [x, y, z] integer vectors, corresponding to tiles. Movement to a new tile takes a few ticks of time. For the purposes of getting hit, you are either in one tile or another, so anything finer grained than 1 tile, 2 tiles, many tiles distance, would require a lot of re-factoring of creature position and movement and maybe other things.
So while I proposed a simple system that's (in my mind) "close enough", I agree that things like having [lowest usable distance,optimal distance,highest usable distance] would be more realistic. It's just that there is always a trade-off between realism and other considerations.
@teloft
Nice catch. I don't play much adventure mode (well, I tried, but the FPS dropped to less than 1 after 2 hours, so I quit). I rather like the idea of a polearm sticking in front of the adventurer
I'm trying to come up with an idea of how to add reach attacks on top of existing system, with minimal effort. AFAIK currently creatures don't have exact location, just [x, y, z] integer vectors, corresponding to tiles. Movement to a new tile takes a few ticks of time. For the purposes of getting hit, you are either in one tile or another, so anything finer grained than 1 tile, 2 tiles, many tiles distance, would require a lot of re-factoring of creature position and movement and maybe other things.
So while I proposed a simple system that's (in my mind) "close enough", I agree that things like having [lowest usable distance,optimal distance,highest usable distance] would be more realistic. It's just that there is always a trade-off between realism and other considerations.
@teloft
Nice catch. I don't play much adventure mode (well, I tried, but the FPS dropped to less than 1 after 2 hours, so I quit). I rather like the idea of a polearm sticking in front of the adventurer