m15a
Emperor
- Joined
- Jul 7, 2005
- Messages
- 1,471
That's kinda the point actually. If it's a military unit we're talking about here, a 50HP damage maximum would work since that still poses a great penalty in combat strength. For civilian units however, a maximum of 50HP damage is meaningless as they can still do their jobs as effectively as if they were undamaged. We need the possibility of entirely losing the unit if the player persists in attempting to traverse the desert.
Nobody intentionally kills their units by entering mountain tiles, so there's no need to model that occurrence. The only times a player's unit dies as a result of being on the mountain tile are when the player doesn't realize that the unit has already been damaged to 50 HP or lower, or the player automates a movement that takes multiple turns and the pathfinding algorithm decided to stop on the mountain when it doesn't have to, or the player is blocked from non-mountain tiles by other units (possibly friendly AI units). Those aren't models of real world occurrences - they're just negative consequences of how the game is designed. Since deserts are wider than mountain ranges, there would also be the chance that the player sends out a scout to unexplored territory and finds that it is all desert - that is something that could occur in the real world, but IMO modeling that rare occurrence does not compensate for accidentally losing a unit because the AI or pathfinding is dumb or you forgot to check your HP.