Hello Longturners,
To keep on searching how to improve Long-Turn (and Freeciv) rules, i'd like us to discuss here about war. Compared to possibilities of city management in freeciv, war rules seem like "planet of the apes".
Edrim is complaining in LTXIV that i am attacking him while he is not online. That's true and i agree that it's not fair-played, but who does so ?
It's a larger problem than double-turn tricks.
Striking when defender is offline is not quite fair, not fun (except for some lonely wolves) nor realistic. It's not turn-based spirit and we can't pretend that conqueering a city with a full stack of canoons has ever been the result of the effect of surprise.
So -regardless of necessary coding work, here is what i'm thinking of :
1. a rule to distinguish skirmuches+guerilla warfare (managed with actual war rules) from regular battles.
2. a new set of rules to manage battles.
1. could sound like "1 player can't attack the same tile with more than once a turn" else it is considered as a battle, managed by 2.
2. could look like an offline battle window, opened by one of the belligerent, specifing where and when the battle would take place, units involved for each side and moves/attacks (to be kept secret) resolved at TC.
Apart from that, probably easier, this would make sense IMHO to get the war-client auto-attack action somehow brought to the server. Cause canoons are obviously good units to defend a city -if they can shoot.
Your thoughts ?
Warclient also had a server
Warclient also had a server setting which when turned on made units auto-attack whenever they saw an enemy ("improved auto-attack"). As this seemed like overkill in shorturn games, maybe it would make more sense in longturn.
A random idea I just had is to have combat take more than one turn. When you attack or are attacked, the units involved have their "activity" status changed to "combat". Now any units entering the fighting units' tiles or attacking any of the involved units also "enter the front" and can no longer move that turn. Over turn change the server handles each such battle and tries to resolve who loses how much hp, who dies, if city gets taken, etc. Obviously the details would have to be worked out but that would be the general idea.
maybe just attacking unit
maybe just attacking unit don't loose or kill like so far, but loose some hp (and remove some hp of enemy)? Like in wesnoth ....
So far our units are like ulfseekers in wesnoth.
From other side, our wars would be way less dynamic in such way.