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[gameplay] Attack Max Range and Vision Range revisited
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Authored by Grugnas on Sep 9 2017, 12:58 AM.

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Summary

Exploring the map to study the territory and keep control over as most area as possible is one of the main feature of an RTS. This patch makes this feature more adventurous by reducing units max attack range and vision range in respect of the conversion from tiles to meters by multiply vision ranges by 4 implemented in r7816.
The vision range hierarchy is: support < citizen soldier < melee siege < champion < hero < structure < ranged siege
Now "phasing up" grants vision range to citizen soldiers.
Also technologies have been adapted and now their ranges are multiple of 4.
Changes summary:
All Support units now have 32 vision range.
citizen Archers attack max range decreased from 72 to 60.
citizen Slingers attack max range decreased from 48 to 40.
citizen Skirmishers attack max range decreased from 24 to 20 for infantry and from 28 to 24 for skirmish cavalry.
Champions and hero units fitted to have respectively equal and higher attack max range of rank 3 citizen soldiers.
Ranged Sieges have 88 vision range while melee siege and elephants have 60 vision range.
Ships have 50 vision range.
Town Phase and City Phase now give +12 vision range to citizen soldiers.
Defense structures now have 80 vision range.
Archer Tradition tech now increased archers attack max range and vision by 12 instead of 10.
Healers now gain 4 vision and heal range with rank.
Healers technologies now increase vision and heal range by +4 and +8 for a total of +12 instead of +10.

Test Plan

Open the game and check structure tree to have a first look at max attack ranges.
start a game session in order to check effective vision range change between phases and promotions.

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Event Timeline

Grugnas created this revision.Sep 9 2017, 12:58 AM
Grugnas updated this revision to Diff 3599.Sep 9 2017, 1:10 AM

Taking care of other people work is the least one can do.

Nescio added a subscriber: Nescio.Sep 9 2017, 8:24 AM

Personally I don't like vision range increases from phasing up or promoting in rank. I simply don't see why a city-dweller ought to be able to see further than a villager, or why an older soldier further than a young one.
Why not have vision ranges which remain constant throughout the game?

Taking care of other people work is the least one can do.

This is the reason my balance proposals contain small but focused changes in respect of the previously balance concept ( no hard counter system oriented ), in order to prevent exploits abuse from players.

In D894#34857, @Nescio wrote:

Personally I don't like vision range increases from phasing up or promoting in rank. I simply don't see why a city-dweller ought to be able to see further than a villager, or why an older soldier further than a young one.

This feature is meant to be gameplay wise as long as this game isn't a simulator, actually most of organic units have higher vision range than buildings which are supposed to have better vision while scouting the zone from the top of a building than units on foot exploring the map.

Why not have vision ranges which remain constant throughout the game?

Having archers with lower vision range than their max attack range in phase 1 and phase 2 makes performing rush harder without the help of buildings like outpost designed to control a wide area of the map and makes defending be easier. Matter of fact expanding and/or simply controlling map should be part of a viable strategy even without gaining advantage from cavalry rush.
Exploring the map will be interesting and shortening overall attack range and vision of units will give the illusion of playing on a bigger map.
Since ranged units are obviously overpowered compared to melee units and having them shooting at lower range would help players to consider to train melee units more often instead of having an army composed by ranged units only (indeed my vision of the gameplay is influenced by my multiplayer experiences). I won't take care about infantry / cavalry skirmishers accuracy in this patch because not related but it would help to proper suit the balance.

Grugnas edited the summary of this revision. (Show Details)Sep 9 2017, 11:00 AM
In D894#34871, @Grugnas wrote:

Taking care of other people work is the least one can do.

This is the reason my balance proposals contain small but focused changes in respect of the previously balance concept ( no hard counter system oriented ), in order to prevent exploits abuse from players.

La cantatrice calva?

In D894#34857, @Nescio wrote:

Personally I don't like vision range increases from phasing up or promoting in rank. I simply don't see why a city-dweller ought to be able to see further than a villager, or why an older soldier further than a young one.

This feature is meant to be gameplay wise as long as this game isn't a simulator, actually most of organic units have higher vision range than buildings which are supposed to have better vision while scouting the zone from the top of a building than units on foot exploring the map.

Why not have vision ranges which remain constant throughout the game?

Having archers with lower vision range than their max attack range in phase 1 and phase 2 makes performing rush harder without the help of buildings like outpost designed to control a wide area of the map and makes defending be easier. Matter of fact expanding and/or simply controlling map should be part of a viable strategy even without gaining advantage from cavalry rush.
Exploring the map will be interesting and shortening overall attack range and vision of units will give the illusion of playing on a bigger map.
Since ranged units are obviously overpowered compared to melee units and having them shooting at lower range would help players to consider to train melee units more often instead of having an army composed by ranged units only (indeed my vision of the gameplay is influenced by my multiplayer experiences). I won't take care about infantry / cavalry skirmishers accuracy in this patch because not related but it would help to proper suit the balance.

The argument would have been:
"There is then the issue of range/vision consistency (refs Attack, Heal, UnitAI)."
That implies having the whole picture in mind (And also other things).

The argument would have been:
"There is then the issue of range/vision consistency (refs Attack, Heal, UnitAI)."
That implies having the whole picture in mind (And also other things).

Take archer units: they have 60 attack max range and 40 vision range in phase 1. In phase 3 they will have 60 attack max range and 64 vision range. Elite Rank archers in phase 3 will have 68 attack max range and 72 vision range.
All units have higher or equal vision range than their attack range in phase 3. Which consistency do you refer to?

Although I'm not opposed to lowering infantry archer maximum range to 60, I think it would be a bad idea to reduce vision range below that. If units are attacked, they ought to be allowed to see by whom or at least from where they're attacked.

In D894#34880, @Nescio wrote:

Although I'm not opposed to lowering infantry archer maximum range to 60, I think it would be a bad idea to reduce vision range below that. If units are attacked, they ought to be allowed to see by whom or at least from where they're attacked.

This situation happens only while attacking because the defender can train archers (ptols, mauryans, carthage, persia) and have vision of the attacker only if there is any melee unit in phase 1 (otherwise they are forced to move at vision range distance). In my opinion this defender "surprise effect" is interesting.
Attacker can see from where the arrows are coming from.
Although those opinions, a vision range going down from 80 to 60 is barely noticeable.

Nescio added a comment.EditedSep 9 2017, 12:48 PM
In D894#34883, @Grugnas wrote:

Although those opinions, a vision range going down from 80 to 60 is barely noticeable.

This is not true; a vision range of 80 means a vision area of π*80*80=20106 and a vision range of 60 means a vision area of π*60*60=11310; so a 25% vision range reduction means a 7/16=43.75% area reduction, which, I think, is certainly noticeable.
Lowering it further to 40 effectively reduces vision area by 75% to just 25%.


Here is the difference between 40, 60 and 80 vision range. ( cavalry suit bad with 40 vision range because of their big sized visual actor, i used it only as placeholder).
I think that 60 vision circa is the perfect vision range for an unit.
As asked by other devs, "phasing up" should increase vision range thus that vision range should be lower than 60 in phase 1 and phase 2.
I took the freedom to have cavalry have wider vision range ( 40 infantry and 48 cavlary) because their visual actor is big sized and 40 range only would feel "Claustrophobic" and 80 vision range is just too much.
Since the proposal includes phase technology to have +12 vision range per phase, the total phase 3 vision range of an infantry unit would be 64.
Base vision range could also be increased from 40 to 48 - 52, but the question of the lower vision than archers max range will remain.
I would be ok with even slightly reduce further the units attack max range and slightly increase starting proposed vision range, since right proportions would also solve the problem of the "ant units" on the screen. Perhaps also gaining vision range with phase could be reconsidered.

mimo added a subscriber: mimo.Sep 9 2017, 4:13 PM

As i said in the forum, i believe now that this kind of patches is useless: it would be more useful to do a patch which uses relative ranges for all units and structures (first without any changes in the final ranges to allow an easy and non controversial review, and then (and only then) play with ranges. That would make changes somewhat trivial (as scaling globaly all ranges by modifying only one factor, or nerfing the range of one unit compared the another ones also with only one change) instead of this range patch which has to modify all templates with some probable controversial discussions on each modifications, and which certainly will have to be redone by all mods wanting to change them, or even for vanilla game when we introduce new features.

Nescio added a comment.Sep 9 2017, 4:39 PM

mimo, e.g.:
template_unit.xml:

<Vision>
  <Range>50</Range>
</Vision>

template_unit_cavalry.xml:

<Vision>
  <Range op="mul">1.84</Range> <!-- makes 92 -->
</Vision>

template_unit_champion_cavalry.xml:

<Vision>
  <Range op="mul">1.92</Range> <!-- makes 96 -->
</Vision>

template_unit_champion_infantry.xml:

<Vision>
  <Range op="mul">1.68</Range> <!-- makes 84 -->
</Vision>

template_unit_infantry.xml:

<Vision>
  <Range op="mul">1.6</Range> <!-- makes 80 -->
</Vision>

template_unit_support.xml:

<Vision>
  <Range op="mul">0.64</Range> <!-- makes 32 -->
</Vision>

etc.

mimo added a comment.Sep 9 2017, 4:46 PM

Yes, i think something like that would help and would be quite useful for future modifications.
But as it is quite a heavy template editing, would be better to have a second opinion from other devs before starting it.

Nescio added a comment.Sep 9 2017, 4:53 PM

If other people think something like that would be desirable, I believe I could make a patch for it. I've done something similar in my mod (0abc, which goes much further, and implements a new template structure tree).

Grugnas added a comment.EditedSep 9 2017, 5:21 PM
In D894#34930, @mimo wrote:

As i said in the forum, i believe now that this kind of patches is useless: it would be more useful to do a patch which uses relative ranges for all units and structures (first without any changes in the final ranges to allow an easy and non controversial review, and then (and only then) play with ranges.

Ok, indeed this patch didn't consider such changes and those weren't even in the main purpose of this patch.

Hannibal_Barca added inline comments.
binaries/data/mods/public/simulation/templates/structures/rome_army_camp.xml
18

Higher range than a defense tower?

binaries/data/mods/public/simulation/templates/template_structure_defense_defense_tower.xml
8

I think towers don't need a nerf.

binaries/data/mods/public/simulation/templates/template_structure_defense_sentry_tower.xml
13

Why does a mere sentry tower (much shorter than defense tower) have the same range?

binaries/data/mods/public/simulation/templates/template_unit_champion_cavalry.xml
69

Champion Cavalry total of 76+12+12 = 100 vision?

binaries/data/mods/public/simulation/templates/template_unit_champion_elephant.xml
68

Should have at least same or more vision than Champion Cavalry as elephants give more elevation to the rider

Grugnas added inline comments.Sep 13 2017, 4:34 PM
binaries/data/mods/public/simulation/templates/structures/rome_army_camp.xml
18

Buildings shoot from their center. In current version army camp can't even reach 48 meters ( 50 - ( 36/2 ) ) range ( slingers distance ).

binaries/data/mods/public/simulation/templates/template_structure_defense_defense_tower.xml
8

Unlike other structures ( unlike sentry towers ) they have elevation bonus that influence max attacl range.

binaries/data/mods/public/simulation/templates/template_structure_defense_sentry_tower.xml
13

Elevation bonus plays a role here.

binaries/data/mods/public/simulation/templates/template_unit_champion_cavalry.xml
69

champions aren't affected by phase technologies.

binaries/data/mods/public/simulation/templates/template_unit_champion_elephant.xml
68

This is reasonable.

Grugnas abandoned this revision.Feb 22 2018, 11:57 AM
Nescio retitled this revision from Attack Max Range and Vision Range revisited to [gameplay] Attack Max Range and Vision Range revisited.Apr 14 2020, 8:07 PM