navigate: Require all ships to start in the same sector
The capability to navigate ships spread over several sectors is obscure and rarely useful. Accidental use is probably more frequent than intentional use. Issues: * Interactive prompts show only the flagship's position, and give no clue that some ships are actually elsewhere. * Path finding is supported only when all navigating ships are in the same sector. * Interdiction becomes rather complex. For each movement, every sector entered is interdicted independently. This means the same fort, ship, land unit or plane can interdict multiple times. Interdiction order depends on the order the code examines ships. which the player can control. This is all pretty much undocumented. * Complicates the code and its maintenance. Multiplies the number of test cases needed to cover navigate. I feel we're better off without this feature. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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.LV Basic
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.SY "navigate <SHIP/FLEET> <ROUTE|DESTINATION>"
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The navigate command is the \*Qmove\*U command applied to the sea.
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You can control one ship or an entire fleet with it.
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You can control one ship or an entire fleet with it, but they must all
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start in the same sector.
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.s1
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A ship must have at least one crew
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(which may be civilian or military,
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@ -114,10 +115,6 @@ For example,
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patrol boat #18 stopped at -6,-2
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.FI
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.s1
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Note that if you are navigating multiple ships, you may only specify a
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destination sector on the command line if all the ships start in the
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same sector.
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.s1
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The formula for the movement cost for 1 sector is:
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.NF
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