This isn't per-se related to UnitMotion, but I've always found this ridiculous so I'm motioning to get it removed.
Fleeing units have no reason whatsoever to go faster than their natural moving speed in this game.
Differential D445
D13 post-quisite 12: remove speed change when fleeing wraitii on May 7 2017, 11:06 AM. Authored by
Details
This isn't per-se related to UnitMotion, but I've always found this ridiculous so I'm motioning to get it removed. Fleeing units have no reason whatsoever to go faster than their natural moving speed in this game. Attack an animal and a woman.
Diff Detail
Event TimelineComment Actions I don't know what's the other devs opinion but I think also it seems useless complexity and removing that will (not solve but at least) reduce some weird attack effects. Comment Actions Run Speed could be used for group-walking (but not necessarily a fan of that) or possibly for animal attacking, which is a slightly different thing. Otherwise the engine needs to support reduced speed, so the feature needs some level of support anyways. Comment Actions Why do we keep run speed if we don't find it more appealing than Walk speed in case of fleeing? Comment Actions Yes, RunSpeed is kept because it isn't removed entirely, still contained in the templates and used for formations. If it looks ridiculuous when fleeing, doesn't it also look ridiculous when changing the formation? Comment Actions Well I personally think it does, but the feature could be useful in the future, via triggers, and it could be useful for animals as I've said above, so I don't necessarily plan to remove it entirely. Comment Actions Build has FAILED Link to build: http://jw:8080/job/phabricator/1053/ |