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-   -   Range in Assassinations/Death Matches (http://forum.shrapnelgames.com/showthread.php?t=45077)

TwoBits March 9th, 2010 01:31 PM

Range in Assassinations/Death Matches
 
What's the standard distance between the main units in an assassination or an Arena fight (and are they the same or different?)?

Does unit positioning make any difference? And if so, if one or both units are placed at extremes (fully forward or to the rear), what are the maximum and minimum ranges possible between the opponents?

Basically, I'm wondering what spells can and can't reach in such cases without the units moving closer.

Micah March 9th, 2010 01:38 PM

Re: Range in Assassinations/Death Matches
 
Positioning does matter. I know an earth attack will stop in the space next to a commander that's placed all the way in the back after 2 moves for purposes of ballparking the size.

chrispedersen March 9th, 2010 02:28 PM

Re: Range in Assassinations/Death Matches
 
the interesting question for me is: are assassinations a special case for battleground size or are they an extension of the standard battle field sizes.

I believe them to be special cases.

Ironhawk March 9th, 2010 03:34 PM

Re: Range in Assassinations/Death Matches
 
I know the position of the assassin matters. Are you sure the position of the target matters? Always seemed to me that that target was dead center on their side regardless of position.

Gandalf Parker March 9th, 2010 03:56 PM

Re: Range in Assassinations/Death Matches
 
It can be very important to position assassins since it seems that the opponent (for some strange reason) always gets first action. Properly positioned can force the other guy to run forward and stop giving your assassin a chance to run forward and get in first strike.

Also important for seducers who fail their seduction.

13lackGu4rd March 9th, 2010 04:08 PM

Re: Range in Assassinations/Death Matches
 
Quote:

Originally Posted by Gandalf Parker (Post 734845)
It can be very important to position assassins since it seems that the opponent (for some strange reason) always gets first action. Properly positioned can force the other guy to run forward and stop giving your assassin a chance to run forward and get in first strike.

Also important for seducers who fail their seduction.

it's not strange at all. technically the person attempting the assassination is the aggressor, hence the defender gets the first move, just like regular battles...

Ink March 9th, 2010 08:21 PM

Re: Range in Assassinations/Death Matches
 
it think it's strange from a thematic point of view, since the assassin is making a surprise attack on a victim.

tbh, it would be nice, from a game balance perspective (nevermind theme), to see them get first action.

TwoBits March 9th, 2010 11:15 PM

Re: Range in Assassinations/Death Matches
 
So can anyone provide an estimate or guesstimate of the standard starting distances in these cases?

Just as an example, would one be able to cast Charm (or a similarly ranged spell) in an assassination or Death Match, without either party closing any distance?

Gandalf Parker March 9th, 2010 11:49 PM

Re: Range in Assassinations/Death Matches
 
I use Charm often. And usually its fine with the original position of the seducer/assassin (because the other side gets first action and runs forward to the limit of their range). I usually set the script to do two charms and then whatever else to do.

Corporal Clegg March 10th, 2010 06:32 AM

Re: Range in Assassinations/Death Matches
 
Whats the point of using Charm in enemy territory? Wont the charmed one just get killed by its former kins?


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