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Create a CHARIOT mixin for unit differentiation
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Authored by wowgetoffyourcellphone on Sep 7 2023, 7:46 AM.

Details

Summary

This creates a mixin for chariot units, which currently are undifferentiated from standard cavalry.

We can debate the exact values. I started by just making it more expensive and 2x health over adjacent cavalry.

I'm not sure if there is a corresponding Trac ticket.

Test Plan
  1. apply patch
  2. make sure it works
  3. playtest and give desired values

Diff Detail

Repository
rP 0 A.D. Public Repository
Lint
Automatic diff as part of commit; lint not applicable.
Unit
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Event Timeline

Vulcan added a comment.Sep 7 2023, 7:47 AM

Build failure - The Moirai have given mortals hearts that can endure.

Link to build: https://jenkins.wildfiregames.com/job/macos-differential/7252/display/redirect

wowgetoffyourcellphone edited the summary of this revision. (Show Details)Sep 7 2023, 7:49 AM
Vulcan added a comment.Sep 7 2023, 7:49 AM

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/8341/display/redirect

wowgetoffyourcellphone requested review of this revision.Sep 7 2023, 8:06 AM
Freagarach added inline comments.
binaries/data/mods/public/simulation/templates/mixins/chariot.xml
14 ↗(On Diff #22211)

Weren't chariots more like glass cannons?

binaries/data/mods/public/simulation/templates/mixins/chariot.xml
14 ↗(On Diff #22211)

If there was a way to make them more like suicide units (Petards in AOE2 come to mind), then that would be more in line with their use in this period.

Hmm I suppose the suicide unit part would be where they charge the enemy lines with scythed wheels right? There would be no need for a ranged unit in that case. Not sure how we could implement that but it could be like a land fire ship (i would suggest this only for a unique unit). Or it could have very low hack armor and moderate pierce armor and not an hp decay. I think it would also have to have a very convincing death animation.

Anyway,
As for the more general chariot mixin, I would suggest limiting the changes to health/armor, cost, and speed. I am not a fan of increasing the pop cost for the chariots.

They're currently ranged cav because there's no other way to depict their actual usage without a deep rework/some new code. Most chariots did have an archer as one if their riders, but acted more like "turrets." The true effect of a chariot in this period was their charge attack. I wonder if we could make the archer a turret and then give the chariot itself a melee attack with splash damage.

They're currently ranged cav because there's no other way to depict their actual usage without a deep rework/some new code. Most chariots did have an archer as one if their riders, but acted more like "turrets." The true effect of a chariot in this period was their charge attack. I wonder if we could make the archer a turret and then give the chariot itself a melee attack with splash damage.

I suppose the closest we could get would be to give it a hack damage aura, low hack armor, and somehow nerf the archer a little. Then there would still be the issue of "attacking" by just moving the unit near enemies, which isn't intuitive at all. Yeah thats pretty hacky, unfortunately.

But is is high time we differentiated the chariots at least a little from ranged cavalry.
I would do: 5% slower movement speed, as well as slower turn rate and acceleration, so that they feel different compared to ranged cav. I would also be fine with faster speed if it is balanced down more heavily by the turn rate and acceleration.
The other thing would be to add a little health and reduce hack armor a little. (or just add pierce armor). The amount of health/armor changed should be balanced by adding an appropriate amount of wood and metal cost.

Updated with suggestions

wowgetoffyourcellphone marked an inline comment as done.Sep 8 2023, 8:31 AM
Vulcan added a comment.Sep 8 2023, 8:32 AM

Build failure - The Moirai have given mortals hearts that can endure.

Link to build: https://jenkins.wildfiregames.com/job/macos-differential/7260/display/redirect

I think to truly bring out the potential of chariots (and elephants), a trample aura and charge bonus need implemented. But I think these values go a long way to differentiate the chariots on a stats basis.

Vulcan added a comment.Sep 8 2023, 8:34 AM

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/8349/display/redirect

I think to truly bring out the potential of chariots (and elephants), a trample aura and charge bonus need implemented. But I think these values go a long way to differentiate the chariots on a stats basis.

(I could rebase D1838 but who's going to review that,,,)

I think these values could work out pretty well.
What we might get here is a ranged unit that is fast and durable against ranged units, but bulky feeling and can get easily intercepted by melee cavalry.
obviously we might need to do a balance pass after an RC, but I think this a great direction to take the chariots.

This revision is now accepted and ready to land.Sep 8 2023, 10:28 PM

I think to truly bring out the potential of chariots (and elephants), a trample aura and charge bonus need implemented. But I think these values go a long way to differentiate the chariots on a stats basis.

(I could rebase D1838 but who's going to review that,,,)

From a gameplay standpoint, I think only select units would receive trample, and maybe a hero could use it to automatically capture buildings around him, so it would be easy and fun to test. As far as auditing the code, dunno. It would be worthwhile to have in the game though.

This revision was landed with ongoing or failed builds.Sep 11 2023, 1:26 AM
This revision was automatically updated to reflect the committed changes.