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[Gameplay] Create a 'Longsword' mixin that adds a small splash attack and apply it to the Thracian Black Cloak
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Authored by wowgetoffyourcellphone on Sep 30 2023, 11:33 PM.

Details

Summary

This mixin is genericized in order to be useful for other units if desired. It adds a splash attack, but removes some regular attack to balance. With this, a champion or other unit can be easily differentiated. In this instance, it is applied to the Macedonians' champion swordsman, the Thracian Black Cloak. These guys used the very long Rhomphaia and Sika swords of Thraco-Dacian origin. This idea was born from the balance discussions with other contributors.

Test Plan
  1. Apply patch.
  2. Test the Mace "Thracian Black Cloak" unit in combat and see if you like it. The effect might be subtle.
  3. Suggest better values (the splash range, for example)

Diff Detail

Repository
rP 0 A.D. Public Repository
Lint
Lint Not Applicable
Unit
Tests Not Applicable

Event Timeline

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

Link to build: https://jenkins.wildfiregames.com/job/macos-differential/7348/display/redirect

real_tabasco_sauce added inline comments.
binaries/data/mods/public/simulation/templates/mixins/longsword.xml
10–13 ↗(On Diff #22341)

I would start with a range of 2m and a hack value of 3.0, 3.5, or 4. This range is a lot, and would affect a lot more units than the intended 2 to 4.
It would be interesting that it is worse in a 1v1 against sword champs but wins in grouped up battles.

binaries/data/mods/public/simulation/templates/mixins/longsword.xml
10–13 ↗(On Diff #22341)

Problem is 2 meters is really nothing. Once we get collisions figured out again, barely no unit will overlap enough for it to have a noticeable affect. What about 3 meters and 4 (-4) hack?

binaries/data/mods/public/simulation/templates/mixins/longsword.xml
10–13 ↗(On Diff #22341)

2 meters might not overlap for some formations, but it is pretty substantial when units are bunched up. The onager's splash is 4 meters and that can hit like 12 units at once.
Even if the splash only affects 1 other unit, it still works out well for the longsword as the damage dealt would be (direct+2*splash). If that multiplier often gets to 3,4 or 5, then it will be super OP.
Why not just adjust the balance of these guys as needed after unti collisions and pushing changes?

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

Link to build: https://jenkins.wildfiregames.com/job/macos-differential/7351/display/redirect

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

Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/8440/display/redirect

+ 2 attack range, +splash damage, and the same damage in a 1v1 compared to regular sword infantry.
This seems like a lot of buffs compared to regular swords, so I suggest a repeat time of 1.0, as the larger sword would surely be heavier.
This means the unit would lose on its own vs a regular sword, but win with a certain number fighting concurrently.

+ 2 attack range, +splash damage, and the same damage in a 1v1 compared to regular sword infantry.
This seems like a lot of buffs compared to regular swords, so I suggest a repeat time of 1.0, as the larger sword would surely be heavier.
This means the unit would lose on its own vs a regular sword, but win with a certain number fighting concurrently.

I agree to that. Will update diff. Another option would be +5 or +10 metal cost.

Increase repeat time and prepare time by +33% to balance the splash damage and extra range. Suggested by @real_tabasco_sauce

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

Link to build: https://jenkins.wildfiregames.com/job/macos-differential/7363/display/redirect

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

Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/8452/display/redirect

Nice.
This means the unit loses 1v1 to a regular champion, but gains a slight upper hand as long as 1 other unit is hit. So, the case where 2 or more other units are hit is when this unit will shine.

This revision is now accepted and ready to land.Oct 5 2023, 2:23 AM

Nice.
This means the unit loses 1v1 to a regular champion, but gains a slight upper hand as long as 1 other unit is hit. So, the case where 2 or more other units are hit is when this unit will shine.

Thanks!

In the future, I'd like to add special attacks for heroes and champions. For instance, a berserking flailing attack for the Gallic Fanatics or Thracian Rhomphaiaphoroi, which causes devastating area damage, but has to recharge between attacks. For now though, this patch is good enough. :)