Fire Spread from fire archer - ANSWERED
Posted: Tue Apr 21, 2015 12:49 pm
In medieval times, fire was a major issue.
I think besides the bonus fire damage from the fire archer, adjacent buildings, should be able to catch fire. Maybe 1 tile per turn should be allowed to spread. The spread would be random.
To stop the spread, a worker is required to fix the building, or the player could choose to raze a building to act as a fire brake.
Process wise:
Turn 1: Player 1 attacks player 2's building with a fire archer. Building is now on fire. Player 2 does not put the fire out.
Turn 2: Fire spreads to adjacent building before players 1 takes turn number 2.
The nastiness of this could be as follows:
There is a wall 5 tiles wide. Wall tile 1 is on the far left, wall tile 5 is on the far right and wall tile 2, 3, 4 are in between in numeric order
Turn 1: Player 1 attacks wall tile 2 with a fire archer. Player 2 does nothing about the fire
Turn 2: Fire spreads to wall tile 3 from tile 2. Player 1 attacks wall tile 5, Player 2 does nothing about the fire
Turn 3: Fire spreads to wall tile 1 from tile 2, fire spreads from wall tile 3 to wall tile 4.
From a strategy standpoint, player 2 would need to keep workers in a fortress or near by to put it out. It would also, make targeting fire archers a priority over other units.
To make this from being too nasty, we could reduce the spread damage duration or tiles that are receiving spread damage receive damage at a reduced rate. Also we could create a new unit called fireman or something to that effect that has low HP (like enough for a swordmen to kill on 1 blow), cannot be hurt with archer range units, and can put fire out with a range of 6, and has multiple shots per turn.
I think besides the bonus fire damage from the fire archer, adjacent buildings, should be able to catch fire. Maybe 1 tile per turn should be allowed to spread. The spread would be random.
To stop the spread, a worker is required to fix the building, or the player could choose to raze a building to act as a fire brake.
Process wise:
Turn 1: Player 1 attacks player 2's building with a fire archer. Building is now on fire. Player 2 does not put the fire out.
Turn 2: Fire spreads to adjacent building before players 1 takes turn number 2.
The nastiness of this could be as follows:
There is a wall 5 tiles wide. Wall tile 1 is on the far left, wall tile 5 is on the far right and wall tile 2, 3, 4 are in between in numeric order
Turn 1: Player 1 attacks wall tile 2 with a fire archer. Player 2 does nothing about the fire
Turn 2: Fire spreads to wall tile 3 from tile 2. Player 1 attacks wall tile 5, Player 2 does nothing about the fire
Turn 3: Fire spreads to wall tile 1 from tile 2, fire spreads from wall tile 3 to wall tile 4.
From a strategy standpoint, player 2 would need to keep workers in a fortress or near by to put it out. It would also, make targeting fire archers a priority over other units.
To make this from being too nasty, we could reduce the spread damage duration or tiles that are receiving spread damage receive damage at a reduced rate. Also we could create a new unit called fireman or something to that effect that has low HP (like enough for a swordmen to kill on 1 blow), cannot be hurt with archer range units, and can put fire out with a range of 6, and has multiple shots per turn.