The noble art of running away

From: Graham, Andrew <agraham_at_...>
Date: Mon, 9 Oct 2000 16:12:45 +0100


In hero wars it appears to be difficult to flee when you find your self on the verge of being defeated. This is because you don't change your ap when you decide to flee. My solution to what I see to be a difficulty is to allow you to run away and be defeated at the same time. So it all comes down to what the stated objectives of the winners is how hard it is to escape.

If the winners have chosen to try and capture there opponents then even Dazed is enough to capture there foe.

If they chose to drive off there opponents then anything other than complete success from the winners allows fleeing opponents to escape to lick there wounds.

If the victors had chosen to kill as many of the opponents as possible then only the losers who are dazed or survive a cop-de-whack [Glasgow version] get away.

If none of the above applies then those who are dazed or hurt get way to fight another day. The injured and dying being captured.

Opinions ?

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