vexed wrote:In what way do you see 'Guard Position' or 'Pursue' being anywhere close to either 'Hold' or 'Stop'?
Hold Position = hold, don't move from that position.
At least we agree that the old '
Hold position' secondary order makes no sense now that we have '
Hold' as a primary order, and having it as a primary order is much better - right?
The problem with '
Guard position' is that it isn't given anything specific to
guard. What is the intuitive behaviour that is expected when a player clicks on this
guard behaviour, and later moves the unit? That is not clear. It was also the default behaviour, which makes things even more confusing. Guarding was not something units did other than their default behaviour - it was their default behaviour. So all clicking on '
Guard' did was reset unit behaviour to not be '
Hold Position' or 'Pursue', and the former makes no sense anymore.
That leaves us only with 'Pursue'...
vexed wrote:As for being like any other RTS, well, this IS Warzone, something that ISN'T like any other RTS, which is the way we like it. We aren't trying to be like another generic clone of some other RTS.
Pursue was always unique to WZ, and I still think that should be returned. You put a unit by a oil resource, and when enemy truck gets close, off it goes to kill it.
Guard Position is almost standard these days, '
Hold' and 'Stop' are standard.
Heck, we could even make new sub-orders, like 'Call for reinforcements', 'Harass', 'Suicide' and so on...

Unit stances are far from unique to Warzone, though. It is a fairly well known mechanic, and there are good reasons why RTS games moved away from using them. And while we should '
guard' some of the things that makes Warzone unique, if we refuse to pick up on the lessons learned by newer games we will slide into irrelevancy and just become a dwindling fan club for a dying game.
The problem with 'Pursue' is that it is an unsuccessful hybrid between giving units a mind of their own, and being under your control. There is no real intelligence in it. In this mode, they will almost invariably drive off on their own and get themselves killed. It is never a better idea to put a unit in this mode, than to control it yourself. (I do not understand the example above - a unit parked by an oil well will kill the enemy truck trying to build on it even without 'Pursue'.)
Before shutting down, Pumpkin started experimenting with giving units 'Programs'. This might have been a more promising avenue to go down. Not sure how they would have implemented it, had they finished it, but what I would do is allow the player to hand off units to an AI program. Like with targeting groups, it would immediately leave any unit selections it was a member of, and giving it a primary order would cancel the program. You would in effect tell it to 'do behaviour X until I tell you otherwise' - and just selecting it and click to move somewhere would cancel the behaviour, rather than involving the cumbersome unit menu or memorizing yet another hotkey. It would also be far more clear whether a unit is doing it own thing, or is being controlled by you.