ultraexactzz
12-01-2003, 07:41 AM
Bills, does the TAO team have some means of numbering the playing grid and/or expressing unit movements in notations, ala chess? I have been toying with one of my own, based on the FIDE system for chess, and am curious if you or Seed or any members of the dev team have devised such a system.
For example, rather than drawing out a map in ascii, I would be able to simply say 12.KnF5-f8;aF9-17s. That means that, on the 12th move of the game, the Knight on F5 moved to F8 and Attacked the unit at F9 for 17 damage, then faced south.
This would, of course, require extensive notes for each game; it would also require an initial formation list since, unlike chess, each game could have a different initial setup. A screenshot would solve that, though.
Thoughts or Ideas? Or is this just too damn complicated to be of use to people?
EDIT: That system would get complicated for magic users, especially when you get into damage and whatnot. You could list each damage dealt as a separate attack (i.e. a Pyro damaging three units would have notation for three separate attacks), but that's a lot of notation for one move.
For example, rather than drawing out a map in ascii, I would be able to simply say 12.KnF5-f8;aF9-17s. That means that, on the 12th move of the game, the Knight on F5 moved to F8 and Attacked the unit at F9 for 17 damage, then faced south.
This would, of course, require extensive notes for each game; it would also require an initial formation list since, unlike chess, each game could have a different initial setup. A screenshot would solve that, though.
Thoughts or Ideas? Or is this just too damn complicated to be of use to people?
EDIT: That system would get complicated for magic users, especially when you get into damage and whatnot. You could list each damage dealt as a separate attack (i.e. a Pyro damaging three units would have notation for three separate attacks), but that's a lot of notation for one move.