Actually no,
it just uses max.MP - Mp usage for to be entered terrain.
For MP=1 units, it doesn't care at all.
If MP>1, then you need to have at least MP=max or MP=usage for terrain to enter.
it just uses max.MP - Mp usage for to be entered terrain.
For MP=1 units, it doesn't care at all.
If MP>1, then you need to have at least MP=max or MP=usage for terrain to enter.
Not entirely... I think it actually handles all units in the way you say second - 1MP units don't get special treatment. If you move one sqare allong a maglev and then try to move onto grassland you won't be able to.
I find it frustrating enough(and sometimes combat critical) when that happens, as its very difficult to casualy calculate at a glance how to get your critical unit to square 'x' at the right time.
What i'm slightly concerned about in making this system even more complicated(not obvious to the player) is that this kind of misunderstanding will happen more often.
What i'm slightly concerned about in making this system even more complicated(not obvious to the player) is that this kind of misunderstanding will happen more often.
I think that so long as the path projection that you get for each unit correctly calculates everything you shouldn't be seriously troubled by the complexity - it will be apparent exactly how many turns will be spent doing anything. Of course, this is only true if you already have the unit in the appropriate place - not if it has yet to get there (or yet to be built...).
In fact, if we make '+' moves more expensive it will be more intuitive, and you should be able to guess just by glancing like you do in the real world, and be fairly accurate.
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