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Res Gestae Mod


KKaslana
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Hi @BreakfastBurrito_007! It's nice to have attack-ground functionality in 0ad, though I don't think it should be used in vanilla or mods depicting the same historical period, since there wasn't any AOE weapon available: 0ad archers can't do real AOE damage, and if you use them to attack-ground, it would be worse than attackmove, because some arrows will be wasted on the same target (maybe it should be possible to actually attack a zone rather than a point). Catapult dealing AOE damage isn't historically accurate either. Also the projectiles are too fast for attack-ground to make sense.

But if someone wants to make 0ad mods with wizards, dragons, howitzers or stealth bombers, that will be awesome.

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2 hours ago, KKaslana said:

Hi @BreakfastBurrito_007! It's nice to have attack-ground functionality in 0ad, though I don't think it should be used in vanilla or mods depicting the same historical period, since there wasn't any AOE weapon available: 0ad archers can't do real AOE damage, and if you use them to attack-ground, it would be worse than attackmove, because some arrows will be wasted on the same target (maybe it should be possible to actually attack a zone rather than a point). Catapult dealing AOE damage isn't historically accurate either. Also the projectiles are too fast for attack-ground to make sense.

But if someone wants to make 0ad mods with wizards, dragons, howitzers or stealth bombers, that will be awesome.

Yea, the goal it to make it an “attack-zone” controllable by the player. In a25 right now there is a huge emphasis on things that can create or overcome a meatshield. In that regard the worst units are archers and spearmen. This would not be problematic if there was a way for ranged units to shoot over incoming melee, in alpha 25 right now there is no feasible way for ranged units to target enemies besides the closest ones. For example: archers are worse than skirmishers because skirmishers can kill the melee in the middle first; if archers were able to use attack-ground (or attack-zone) then they would be able to make use of their range.

Edited by BreakfastBurrito_007
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  • 1 year later...
On 11/10/2021 at 8:22 PM, BreakfastBurrito_007 said:

Yea, the goal it to make it an “attack-zone” controllable by the player. In a25 right now there is a huge emphasis on things that can create or overcome a meatshield. In that regard the worst units are archers and spearmen. This would not be problematic if there was a way for ranged units to shoot over incoming melee, in alpha 25 right now there is no feasible way for ranged units to target enemies besides the closest ones

Part of the issue makes sense. If there are close units that physically block the view it's not possible to shot over. But depending of the terrain (ranged units on a steep hill), unit numbers and placement (the close unit front must be as wide as the units behind to act as a shield) and size (cav or elephants behind on-foot units), then it's should be possible to shoot units that are further. But being able to have tanks/meatshields units is important. To not have healers, heroes, catapults killed too easily.

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