Ceiling Cat wrote:1. There's no way to use mobile repair droids to heal the commander directly, as they get assigned instead.
Yes, there is. Alt+click on the commander.
Ceiling Cat wrote:2. As stated above, units struggle between falling back at low health, and commander's orders.
Known, no need to repeat it for like the 65th time. :/
Ceiling Cat wrote:3. Repair facility heals the commander only instead of the whole squad.
Interesting...
Ceiling Cat wrote:4. No attack is necessary, but the commander dies fast cause of low durability, AND being the first one to go. Would be nice if the formation enforced other units to shield the commander(should apply also to stuff like mobile repairmen, and sensors). Otherwise, the units often even fall behind too much, and the commander is dead before they catch up.
Commander durability is quite high... I'm planning on changing the formation to protect the commander, anyway. Not that it matters in multiplayer, people will just aim straight for the commander.
Ceiling Cat wrote:About the population cap... well, Warzone never had anything close to this concept, and if applied also to campaign - would need some steady numbers:
Command Center - 25 units
CRC - 10
Commander - the very same number they can assign
Seems a bit low. I'm staying with current plans:
No CC: 5 units
CC: 50 units
CC+CRC: 100 units
CC+2xCRC: 150 units
My plans are to limit at 2 CRCs, for now.