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Old 10-27-08, 04:47 PM   #30
jdkbph
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Join Date: Mar 2007
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Quote:
Originally Posted by CaptainHaplo
You mentioned opportunity fire - can you explain a bit more of what you want here?
I'll just repeat what I wrote to the Totem guy, who had a similar question...

Many Igo-Ugo turn based games also use opportunity fire to offset the lack of control during the opponent's turn. For instance, Steel Panthers (computer game) uses an Igo-Ugo play style with opportunity fire.

In that game, you get X number of shots per unit, per turn. If however you leave one or more shots unfired, the AI will fire those shots for you if an enemy unit moves within (a player defined) range during the opponent's turn.

Many board wargames have used this system since forever. It is a well established, well understood gaming convention.

How this would apply to Ironclads is simple. For every ship under your control, you would choose to fire either all or some or none of the guns during your turn. Then during your opponent's turn any enemy movement would trigger a check to see if their current position places them in range and within the firing arc of any previously unfired guns on your ships. If so, then those guns would fire. This could be further refined by giving the player the ability to set a maximum range at which opportunity fire would occur, or perhaps specify a minimum accuracy % for opportunity fire to occur. This way if the player is trying to conserve ammo, the AI would not waste it on far away or low percentage shots.

JD
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