Hi! I started playing Glest recently and came with the idea of creating a few new factions. I started sketching the basic units and thought it wouldn't be too mad to give the generic basic range based unit a tiny melee weapon. Maybe I should start saying the two main ways archers perform, depending on the game:
- A swordman aproaches the archer while being shot arrows until he can sway his blade. Then they attack each other until one of them dies
This is what happens in glest
- A swordman aproaches the archer while being shot arrows until he can sway his blade. When the swordman gets too near, the archer can't aim positively so he has to back off (there is minimum radius in which he can't shoot). It then depends on which unit moves faster: the one who does defeats the enemy
While the second case is a bit more realistic, I would like to see the archer take out a short sword or dagger and really defend himself. Of course, if both had 100% hp the archer would never beat a trained swordman with his tiny weapon and little to no armor. This would not be difficult to do in game ["archer (bow)" can morph into "archer (short sword)" and viceversa, with little freeze time]. The problem is, as the ranged attack deals more damage than the melee, no player would change the status unless he cannot attack in that minimum radius.
So the choice would be to run-and-attack or just face off the oponent
I hope this is not on GAE yet, I've only played GLEST
But checking through a few of the units' xmls I counldn't find anything similar to that