Let's continue with movement selection.
We're still only considering melee. I'll address ranged movement next, and then move on to the actual attack.
The following considerations are taken into account:
- Distance to target. A closer target is better, or considered a higher threat. For now, I'll consider all enemies to be of equal threat all things considered. I have a planned upgrade to allow creatures of higher intelligence to weight threats based on the enemy's HD
- Required AP. Again, closer is better, in this case because the character can move there with AP to spare and possibly attack
- Flanking. Could possibly make this available only to higher intelligence creatures also
This generates the following maps. I'm still using the constrained movement but I'm thinking through strategies for a freer (and therefore more efficient) system. The darker the hex, the higher the movement score. Notice in the second image that the preferred move would flank Blue.
Blue guy (right) |
Red guy (top right) |
This is probably fine for now. There's always more things that come up, but I'm in a move-fast-break-things mood so we'll fix those as they become problems.
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