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== '''iPillage''' ==
 
== '''iPillage''' ==
'''iPillage''' is the special ability of some units to do '''instant Pillaging''', hence the name "iPillage".
+
'''iPillage''' is the special ability of some units to do '''instant pillage''', hence the name "iPillage". <br />
<br />
 
   
=== Introduction: the need for iPillage ===
+
==MP2-Caravel units with iPillage==
  +
{| style="text-align:center; background:#89512180; color:#000; border:solid 1px #0000; border-radius:13px"
iPillage seems contrary to the longturn pace. Longturn gives players more reaction time via unitwaittime, vigil fighters, etc. At first it seems counterintuitive that iPillage actually enhances the longturn format more than any other format.
 
 
Consider the relation normal '''Pillage''' has with other game mechanics. They all relate in a system. '''Pillage''' exists in a game that also has unit movement, unit attacks, and hostile spy actions. All of those are real-time.
 
 
Imagine a spy sabotaging a building. She must scope the area, discover when guards switch shifts, smuggle in explosives, wait for night time, and so on. Yet, a spy can "iSabotage" a building in real-time. The spy makes the journey to arrive in the city, complete the operation, and return home safely, faster than a supersonic jet can fire an anti-bridge missile. Meanwhile, Military units can "iMove" and "iAttack" in real-time. In reality, pillaging is usually a timely '''pre-emptive tactic'''. "Scorched earth" is a defensive tactic to prevent continued movement of units in an invasion. "Blitzkrieg" and "sacking" are offensive tactics to disrupt supply lines to prevent reinforcement and counterattack. Hostile diplomatic missions have real-time drama, chase, and infrastructural sabotage and pillaging--which makes them popular source material for movies. What Freeciv had was a '''Pillage''' whose pre-emptive raison d'etre was lacking. Pre-empting real-time actions with actions on a turn timer just couldn't work.
 
 
The iPillage solution needs realistic restrictions to avoid overcorrection. It must carefully craft limits to balance with other real-time mechanics. It should be given to units whose real roles are quick tactical destruction, and to units who inadequately manifested those real roles inside the game.
 
 
=== iPillage on Freeciv-Web ===
 
FCW rulesets have 4 iPillage variables. Each unit can specifically set them.
 
 
# iPillage '''Ability''' - whether the unit can do it.
 
# iPillage '''Move Cost''' - the move cost of the iPillage. Typically, set to more than 1 move point in order to prevent abusive destruction of too many real-time targets.
 
# iPillage '''Odds''' - although normal Pillage is a slow deliberate action, in Freeciv, all real-time actions have odds. .iPillage represents the ability for rapid pre-emptive target destruction in "the nick of time." Thus, each unit type gets configurable odds of success. (In FCW, each vet level adds +5% to the base odds).
 
# iPillage '''Target Scope''' - This can be set to surgically pinpoint selection of a single target, or it can represent units with a powerful widespread scope yet no selectivity -- a number of '''''random''''' targets. An example of the latter is high-altitude carpet bombing by Jet Bombers.
 
 
== MP2 units with iPillage ==
 
<br />
 
{| class="article-table"
 
|+
 
!
 
!iPillage type
 
!targets
 
!target select
 
!odds
 
!move cost
 
!notes
 
 
|-
 
|-
  +
|- bgcolor="e1c39b"
  +
| style="border-radius:10px 0px 0px 0px;" |unit
  +
| style="border-radius:0px 0px 0px 0px;" |iPillage type
  +
| style="border-radius:0px 0px 0px 0px;" |targets
  +
| style="border-radius:0px 0px 0px 0px;" |targeted
  +
| style="border-radius:0px 0px 0px 0px;" | odds '''†'''
  +
| style="border-radius:0px 0px 0px 0px;" |move cost
  +
| style="border-radius:0px 10px 0px 0px;" |notes
  +
|- bgcolor="e0d0c0"
 
|'''Dive Bomber'''
 
|'''Dive Bomber'''
  +
|Dive Bomb
|Ground Strike
 
 
|1
 
|1
 
|yes
 
|yes
 
|50%
 
|50%
|7
+
|6
|missions are short-range, exciting, and chancy.
+
| missions are short-range, exciting, and chancy.
  +
|- bgcolor="e0d0c0"
|-
 
 
|'''Ground Strike Fighter'''
 
|'''Ground Strike Fighter'''
 
|Ground Strike
 
|Ground Strike
Line 45: Line 27:
 
|yes
 
|yes
 
|75%
 
|75%
|3
+
| 3
|odds, move cost, and fuel=2 make this highly effective
+
| odds, move cost, and fuel=2 make this highly effective
  +
|- bgcolor="e0d0c0"
|-
 
 
|'''Armor I and II'''
 
|'''Armor I and II'''
 
|Blitz Sack
 
|Blitz Sack
 
|1
 
|1
 
|yes
 
|yes
|75%
+
| 75%
 
|2
 
|2
|sacrifices move points and odds to do its existing Pillage ability faster
+
| sacrifices move points and odds to do its existing Pillage ability faster
  +
|- bgcolor="e0d0c0"
|-
 
|'''Jet Bomber'''
+
|'''Strategic Bomber'''
  +
|Bomb
 
|1
  +
| random
  +
|60%
 
|3
  +
|may have a few tactical benefits; or limited economic pestering
  +
|- bgcolor="e0d0c0"
  +
| style="border-radius:0px 0px 0px 10px;" |'''Jet Bomber'''
 
|Carpet Bomb
 
|Carpet Bomb
 
|2
 
|2
 
|random
 
|random
|80%
+
|75%
 
|3
 
|3
|can non-selectively cause significant infrastructural destruction
+
| can non-selectively cause significant infrastructural destruction
 
|}
 
|}
  +
<br />† ''odds increase +5% for every veteran level''
  +
 
===iPillage on Freeciv-Web===
 
FCW rulesets have 5 iPillage variables. Each unit can specifically set them.
  +
 
#'''Ability''' - whether the unit can iPillage.
  +
#'''Targets''' - the number of targets that are simultaneously pillaged
 
#'''Target Scope''' - This can be set to surgically pinpoint a single target, or it can represent a powerful widespread scope without selectivity -- a number of '''''random''''' targets. For example, high-altitude carpet bombing by Jet Bombers.
 
#'''Odds''' - Normal Pillage is a slow deliberate action: "use all your moves, take your time, and keep at it until finished." But real-time actions with an urgent deadline have odds of success. iPillage represents pre-emptive target destruction in "the nick of time." Thus, each unit type gets configurable odds of success. Each vet level adds +5% to the base odds.
 
#'''Move Cost''' - the move cost of the iPillage. Typically, set to more than 1 move point to limit the destruction of an excessive number of targets.
  +
 
<br />
 
<br />
  +
==='''The need for iPillage'''===
 
iPillage seems contrary to the longturn pace. Longturn gives players more reaction time via unitwaittime, vigil fighters, etc. It may seem counterintuitive that real-time iPillage helps the longturn format more than any other format.
  +
 
Consider the relationship normal '''Pillage''' has with other game mechanics. '''Pillage''' exists in a game that also has unit movement, unit attacks, and hostile spy actions. All of those are real-time.
  +
  +
Imagine a spy sabotaging a building. She must scope the area, discover when guards switch shifts, smuggle in explosives, wait for night time, and so on. Yet, a spy can "iSabotage" a building in real-time. Military units can also "iMove" and "iAttack" in real-time. Again, Riflemen and Marines cross a bridge on foot and attack, or the spy makes the journey to arrive in the city, complete the operation, and return home safely, all faster than a supersonic jet can fire an anti-bridge missile to prevent the operation.
  +
  +
Pillage is almost always a '''time sensitive''' '''pre-emptive tactic.''' "Scorched earth" is timely prevention of continued movement of invaders. "Blitzkrieg" and "sacking" disrupt supply lines, reinforcement, and counterattack. Freeciv's '''Pillage''' lacked its pre-emptive raison d'être. Preventing '''''real-time''''' actions with '''''TC-delayed''''' action incurs a huge penalty. This fell short of the tactical purpose of the Pillage action. It increased the "unfair advantage" of people who logged on more often, timing their actions so they can't be pre-empted by a once-a-day player. Pillaging with Air units was especially bad, as players who logged in more often could easily shoot down the actor unit.
  +
  +
The iPillage solution needs realistic restrictions to avoid overcorrection. It must carefully craft limits to balance with other real-time mechanics. The ability to iPillage should be given to a unit if '''1)''' it has a realistic role-ability of quick pre-emptive tactical destruction, ''and'' '''2)''' the in-game unit was unable to adequately manifest its real tactical roles and purpose. In other words, iPillage is a buff for a small group of units to enhance their realism and tactical purpose, if it also improves balance and playability. iPillage might not be appropriate for the majority of units.

Revision as of 19:41, 17 August 2021

iPillage

iPillage is the special ability of some units to do instant pillage, hence the name "iPillage".

MP2-Caravel units with iPillage

unit iPillage type targets targeted odds move cost notes
Dive Bomber Dive Bomb 1 yes 50% 6 missions are short-range, exciting, and chancy.
Ground Strike Fighter Ground Strike 1 yes 75% 3 odds, move cost, and fuel=2 make this highly effective
Armor I and II Blitz Sack 1 yes 75% 2 sacrifices move points and odds to do its existing Pillage ability faster
Strategic Bomber Bomb 1 random 60% 3 may have a few tactical benefits; or limited economic pestering
Jet Bomber Carpet Bomb 2 random 75% 3 can non-selectively cause significant infrastructural destruction


odds increase +5% for every veteran level

iPillage on Freeciv-Web

FCW rulesets have 5 iPillage variables. Each unit can specifically set them.

  1. Ability - whether the unit can iPillage.
  2. Targets - the number of targets that are simultaneously pillaged
  3. Target Scope - This can be set to surgically pinpoint a single target, or it can represent a powerful widespread scope without selectivity -- a number of random targets. For example, high-altitude carpet bombing by Jet Bombers.
  4. Odds - Normal Pillage is a slow deliberate action: "use all your moves, take your time, and keep at it until finished." But real-time actions with an urgent deadline have odds of success. iPillage represents pre-emptive target destruction in "the nick of time." Thus, each unit type gets configurable odds of success. Each vet level adds +5% to the base odds.
  5. Move Cost - the move cost of the iPillage. Typically, set to more than 1 move point to limit the destruction of an excessive number of targets.


The need for iPillage

iPillage seems contrary to the longturn pace. Longturn gives players more reaction time via unitwaittime, vigil fighters, etc. It may seem counterintuitive that real-time iPillage helps the longturn format more than any other format.

Consider the relationship normal Pillage has with other game mechanics. Pillage exists in a game that also has unit movement, unit attacks, and hostile spy actions. All of those are real-time.

Imagine a spy sabotaging a building. She must scope the area, discover when guards switch shifts, smuggle in explosives, wait for night time, and so on. Yet, a spy can "iSabotage" a building in real-time. Military units can also "iMove" and "iAttack" in real-time. Again, Riflemen and Marines cross a bridge on foot and attack, or the spy makes the journey to arrive in the city, complete the operation, and return home safely, all faster than a supersonic jet can fire an anti-bridge missile to prevent the operation.

Pillage is almost always a time sensitive pre-emptive tactic. "Scorched earth" is timely prevention of continued movement of invaders. "Blitzkrieg" and "sacking" disrupt supply lines, reinforcement, and counterattack. Freeciv's Pillage lacked its pre-emptive raison d'être. Preventing real-time actions with TC-delayed action incurs a huge penalty. This fell short of the tactical purpose of the Pillage action. It increased the "unfair advantage" of people who logged on more often, timing their actions so they can't be pre-empted by a once-a-day player. Pillaging with Air units was especially bad, as players who logged in more often could easily shoot down the actor unit.

The iPillage solution needs realistic restrictions to avoid overcorrection. It must carefully craft limits to balance with other real-time mechanics. The ability to iPillage should be given to a unit if 1) it has a realistic role-ability of quick pre-emptive tactical destruction, and 2) the in-game unit was unable to adequately manifest its real tactical roles and purpose. In other words, iPillage is a buff for a small group of units to enhance their realism and tactical purpose, if it also improves balance and playability. iPillage might not be appropriate for the majority of units.