Re: SoundRTS, a real-time strategy audio game

Agreed with normal arrow navigation from one water square to another, but keeping the boundaries between land and water squares. I see if there is a path into a water square units can walk onto it and will all die. I was wondering if it would be possible to make a square both land and water units could cross. The reason being I was thinking of making rivers, but with no way to cross them it would just divide your land into separate areas with land units not able to reach each other. So if you could have some kind of big bridge that land units could cross but that water units could still pass, it would be convenient for this.
Another thing, I wanted to ask about armour. I thought it might help to overcome the disadvantage of close range units, but it doesn't seem to work the way I thought it did. I thought the armour value gets subtracted from the damage of every individual attack. But when I send 10 closer range units to attack 50 further ranged units, they still all die before reaching them, even when their armour values are higher than the damage inflicted by the further range units. So how does armour work then? Does it only subtract that value from the damage taken at a particular instance, so when more than one unit hits that unit at the same time the armour value is only subtracted once rather than for each attack?

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