Author Topic: Flee/rout near enemy  (Read 1004 times)

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LawrenceG

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Flee/rout near enemy
« on: October 08, 2010, 10:30:16 AM »
I had an element that was required to rout, but it would have contacted enemy.

It has to pivot the minimum up to 90 degrees to avoid ending closer to any enemy element unless it would be beyond 800p or a river.

If it pivoted 90 degrees it would have ended closer to some other enemy elements.

It is not allowed to pivot if there is "other enemy" within 400p in the new direction. This implies that it can pivot and still end closer to enemy elements, as long as they are not within 400p in the new direction. THis contradicts the original requirement to avoid ending closer to any enemy element. The use of the word "other" suggests that these must be enemy that the router would NOT have ended closer to if it had gone in the original direction.

It looks as though it can pivot to end closer to the original enemy as long as these are not within 400p in the new direction.

I'm uncertain exactly how this rule is supposed to work, but I think it is as follows:

1. Consider the original flee/rout move. Identify all enemy that the fugitive/router would end closer to. Call these "enemy A", other enemy are "enemy B".

2. If there is a path that would not end closer to any enemy element (A or B) then pivot onto that path.

3. If there is no such path, find one that will not end closer to any element A, (but does end closer to B) AND there is no enemy B within 400p in the new direction, pivot onto that path.

4. If there is no such path, find one that will end closer to enemy A but with no enemy within 400p in the new direction.

5. Otherwise flee/rout in the original direction.



This seems a rather complicated procedure. IMO it would be better if it was:


1. If there is a path that would not end closer to any enemy element then pivot onto that path.

2. If there is no such path, find one that will  end closer to enemy, but with no enemy within 400p in the new direction, and pivot onto that path.

3. Otherwise flee/rout in the original direction.


How do other people play it?