Re: SoundRTS, a real-time strategy audio game

Now The game is currently in a dilemma:
Because the unit of attack distance is far superior.
For example, when an archer attacks an infantry, if the player does not respond fast enough, the infantry will be easily killed.
My friends and I have been discussing and the results are very difficult.
Solution:
In attack mode:
As soon as the enemy enters the scope range, the unit will automatically attack.
When an enemy tries to get close to the archer, the archer will choose to retreat to maintain the distance from the enemy.
If it is in defense mode:
After the enemy enters the scope range, our unit will not take action.
Unless the enemy enters the square where our unit is located
Then the unit will run away.
But in this way, the complexity of the operation will increase a lot.
But if do it too simple, will lose a lot of fun.
What solutions do you have?

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