« on: May 28, 2013, 02:38:09 PM »
#1 - yes this looks like a good idea
#2 - Well mountains should porbably still affect line of site of archers, etc, but not siege units
#3 -I'm not sure about this one. The concern is that if the movement cost is high enough, it's basically the same as now - the mountain can't be crossed.
#4 - on papaer sounds ok. I'm neutral to this one as I don't have a feeling how this will play out in the end.
Misery's idea sounds cool: if you wall off an area, the pesky annoying humans would make the holes in your walls and will trickle in anyway. Slowly at first and then flood. I'm visualasing this as a basin of water that is slowly overflows. At first the trickle is in one place, than in a couple and soon the water pouring literly from all sides. This is of course clashes with #1 and #3 as this is a different implementation:
instead of giving an ability for just *certain* units to cross, (which can be exploitable by witholding the resource that is needed for building those units) make it so that all units can make a tunnel / build a bridge over a mointain tile.
Another idea for path finding: how about whem a unit is next to a mountain that is on it's way it damages it a little. When it's damaged enough you can't build anything on top of it any longer (as with ruins) and it's not longer a mountain. This will mean that the pathfinding would find an optimal path *with mountains in place* but any mountains that are "in the way" will gradually wear down until destroyed. This should of course cover the case when there is no direct path to the target, and in this case the mountain will be destroyed faster simply because a unit will be just standing there waiting for the flood gate to open.
Too complex, eh? Never mind, just my 2 cents.