Few more features about units control
Posted: 14 Jan 2016, 10:50
Commaners
Currently all they do is sending units to attack target or to follow own position (if too far from commander). However, i remember one historical RTS , dedicated to middle ages (when they had first guns and wooden naval fleet), but don't remember its name... its one good feature - support for various units order, like defensive, attacking, etc (usually soldiers are surrounding or boxing their commander). I noticed similar attempt to imitate that - e.g., in campaign or some mods (New Paradigm mod-map) units are placed in some initial order, though its broken later). What if same is implemented with commanders? While using single units (even grouped), they are to be micromanaged. But with commander some placement management would be available. But unlike that old rts game, with number of predefined orders, only few commands may be needed, depending on planned engine's feature:
- Set unit's orientation (for all units)... currently to do this it must be "sent" in direction, it must rotate to, than be sticked
- Hold the position and angle relatively to commander.
- May be add some list, where these orders could be saved and reused - some kind of desiger, but simpler, than unit's designer: only list with save/delete buttons. Since it is commander feature, button for it may be placed in commander's command console.
And one new movement parameter: in addition to default sticky mode, there may be even more sticky mode, when unit moves only of clicked on the ground. If clicked to target, it doesn't follow it, awaiting while it gets it its range. Currently to prevent following of escaping attacker, while staying in some defensive order, i click on target, than immediately re-stick it, but in this case it may again switch to other target (less important, than i specified, like lancers when i use tanks or MRA units and cannon-based artillery, if i'm defending a base).
As example, in New Paradigm map last time a tried, unlike what i done in video, i tried to use tank units more effectively, for what i researched heavy repair turret, holding two units behind of cannon units (also researched HVC to upgrade tanks, as well as defences on entry). In order to move them, keeping same order, some micromanagement is necessary, and with commander is impossible. Adding ordering feature to comander may make such tricks even simple and trivial (even without engineering tanks, rocket tanks are usually sent after few cannon/MG tanks, what is made both in campaign, e.g. in third mission agains the collective, and nullbot also noticed doing so on New Paradigm map-mod).
Currently all they do is sending units to attack target or to follow own position (if too far from commander). However, i remember one historical RTS , dedicated to middle ages (when they had first guns and wooden naval fleet), but don't remember its name... its one good feature - support for various units order, like defensive, attacking, etc (usually soldiers are surrounding or boxing their commander). I noticed similar attempt to imitate that - e.g., in campaign or some mods (New Paradigm mod-map) units are placed in some initial order, though its broken later). What if same is implemented with commanders? While using single units (even grouped), they are to be micromanaged. But with commander some placement management would be available. But unlike that old rts game, with number of predefined orders, only few commands may be needed, depending on planned engine's feature:
- Set unit's orientation (for all units)... currently to do this it must be "sent" in direction, it must rotate to, than be sticked
- Hold the position and angle relatively to commander.
- May be add some list, where these orders could be saved and reused - some kind of desiger, but simpler, than unit's designer: only list with save/delete buttons. Since it is commander feature, button for it may be placed in commander's command console.
And one new movement parameter: in addition to default sticky mode, there may be even more sticky mode, when unit moves only of clicked on the ground. If clicked to target, it doesn't follow it, awaiting while it gets it its range. Currently to prevent following of escaping attacker, while staying in some defensive order, i click on target, than immediately re-stick it, but in this case it may again switch to other target (less important, than i specified, like lancers when i use tanks or MRA units and cannon-based artillery, if i'm defending a base).
As example, in New Paradigm map last time a tried, unlike what i done in video, i tried to use tank units more effectively, for what i researched heavy repair turret, holding two units behind of cannon units (also researched HVC to upgrade tanks, as well as defences on entry). In order to move them, keeping same order, some micromanagement is necessary, and with commander is impossible. Adding ordering feature to comander may make such tricks even simple and trivial (even without engineering tanks, rocket tanks are usually sent after few cannon/MG tanks, what is made both in campaign, e.g. in third mission agains the collective, and nullbot also noticed doing so on New Paradigm map-mod).