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Charge path.

PostPosted: Wed Oct 30, 2013 6:50 am
by Kvarkin
That is not actually a "bug", but anyway.

You cant choose a path for charge. Check attach for example.

The only option here is to leave my skele on right hex, i cant charge and stay at the left hex, and if i will try to move to left hex to stay there - i won't stun. Same for any other charge situations.

Re: Charge path.

PostPosted: Wed Oct 30, 2013 8:17 am
by Kvarkin
And one more thing, I dunno if it is a feature, but on pursuit move charge is unavailable.

Re: Charge path.

PostPosted: Wed Oct 30, 2013 7:03 pm
by Jigoku
Hello Kvarkin and thanks for all your feedback !

We are still assessing whether or not we will offer the possibility to choose where to charge (or attack) for the moment.
It is not an easy task, at least not as easy as it must look from the outside ; and from a gameplay perspective, it also emphasizes some features that we chose not to use for the moment (units orientation, etc).


However, the two cases you are reporting seem to be correct in terms of gameplay :
* Charge always use the shortest possible way ; in your screenshot, and due to the nature of the left case, the shortest way for your unit is to go to the right side.
Though I do not doubt that we could find many examples where the case is not as clear as this one ;)

* Charge requires the warrior not to move/act before doing it.
Pursuit automatically falls in one of these categories ; therefore, you can not charge while in pursuit.
Moreover, Pursuit is a whole special movement per se, with its own rules, and should theorically exist on the same level as Walking, Sprinting, or Charge movement, so it shouldn't allow any Charge.
This being said, Confrontation is a game where many exceptions overcome the rules, so it is not completely impossible to see some units / Traits / Capacities get over these limitations ;)

Re: Charge path.

PostPosted: Thu Oct 31, 2013 6:19 am
by Kvarkin
Hello, Jigoku!

First of all, thank you for your answer! And yes, no charging in pursuit move is all over logical.

I do accept your point about uneasy task, but I can not fully accept your point about uselessness of that feature.
I attach an example:
I want to finish off the unit I charge and want to go left after (using pursuit move), but because of ending my charge only on right hex I firstly will suffer attack of opportunity (disengage) from swordman, and secondly I will be lacking of 1 move, because of ending my charge 1 hex further my final destination.

That is just for example. I don't want you to waste a lot of man-hours to implement this, instead of other cool features =) Just showin it's importance in some tactical cases.

Re: Charge path.

PostPosted: Thu Oct 31, 2013 12:18 pm
by Jigoku
Hello Kvarkin,

there must have been a misunderstanding, because I did not imply the feature was useless, at all ;)
We're fully aware that it would be useful in many tactical contexts, and the one you just displayed advocates pretty well in that direction !

However, Charge is a really hard movement to tweak, because some fixes could imply a lot of unwanted consequences.
So we stay careful about what we do or not with the feature. We already have leads to fix these problems, but we can't talk much about it right now.

Anyway - thanks for the feedback !
We will keep your screenshot as a good reminder of what is wrong with the Charge mechanic as it works for now 8-)

Re: Charge path.

PostPosted: Tue Jan 28, 2014 11:55 am
by Legulysse
Hi,
I Just wanted to inform you that I managed to improve the path selection for charge.
The selection will remember which hexagon your mouse passed through, and use that information to select the charge destination. That way you should be able to select your preferred path just by moving the mouse over the destination you want before clicking the target unit (if the game allows this path).
(If you know "battle for wesnoth", it's the same mechanic for attack direction)

Re: Charge path.

PostPosted: Wed Jan 29, 2014 6:56 am
by Dragon_Warrior
Legulysse wrote:Hi,
I Just wanted to inform you that I managed to improve the path selection for charge.
The selection will remember which hexagon your mouse passed through, and use that information to select the charge destination. That way you should be able to select your preferred path just by moving the mouse over the destination you want before clicking the target unit (if the game allows this path).
(If you know "battle for wesnoth", it's the same mechanic for attack direction)

great work

I both played and moded "Battle for Wesnoth" :D
its nice to hear that Devs knew this game ;)

Re: Charge path.

PostPosted: Wed Jan 29, 2014 10:34 pm
by Kvarkin
That is really nice to hear you implemented this feature.

I am really sorry I can't support you anymore by playing the game and using my experience for suggestions, raising some community and stuff. But I still do read forums and I still see same amount of ppl watching my old videos on youtube and on twitch, even with no comments and low-graph. This game has great potential and I'm proud of being one of pioneers playing it, thank your team for that.

Just to add, I'm not playing any games some time yet, DoWO was the only game I played last few months, just have some other priorities for now, ya know ;)

Wish you luck and to be always proud of the product you create.