While I like the idea I see it as mostly a use-case for commander scripts (?topic=1233.0 ). A script could easily perform such an operation along with so much more.
Currently, I think the biggest changes to commanders needs to be to change the relationship between factories and commanders. At the moment it is many-to-one, in that many factories can service a single commander. I would like for it to be many-to-many; so a single factory could be assigned to multiple commanders. When a unit is build the unit will go to the commander with the fewest units.
Regards, Freddie.
Idea for Commander Group Supplies
-
psychopompos
- Trained

- Posts: 470
- Joined: 08 Nov 2007, 09:18
- Location: UK
Re: Idea for Commander Group Supplies
i can see that causing lots of friendly losses.
say that commander is the other side of a kill zone/enemy base?
which is why i said about the commanders havind a force manager menu.
well, to give it a name...
sure have it work on auto, but still have the ability to assign so as to avoid the replacements being wiped out by being ambushed along the way.
say that commander is the other side of a kill zone/enemy base?
which is why i said about the commanders havind a force manager menu.
well, to give it a name...
sure have it work on auto, but still have the ability to assign so as to avoid the replacements being wiped out by being ambushed along the way.
Last edited by psychopompos on 26 Apr 2008, 03:08, edited 1 time in total.
MOTHERBOARD - MSI P7N PLATINUM¦-¦PROCESSOR - C2D E7300 @ 4.00GHZ
MEMORY - 4 Gig (2x2gig) ddr2 1066mhz¦-¦OPERATING SYSTEM - WINDOWS 7 (ULT)
GRAPHICS - BFG GTX 260 OCX (requires ForceWare drivers for good openGL)
MEMORY - 4 Gig (2x2gig) ddr2 1066mhz¦-¦OPERATING SYSTEM - WINDOWS 7 (ULT)
GRAPHICS - BFG GTX 260 OCX (requires ForceWare drivers for good openGL)
-
cruise
- Trained

- Posts: 59
- Joined: 12 Jul 2007, 16:29
Re: Idea for Commander Group Supplies
This is an awesome idea - the commander unit (and the UI design of wz generally) does a lot to remove the headaches of micromanagement, but this really would make life a lot easier, and make commanders even more useful.
-
Tiberian
- Trained

- Posts: 128
- Joined: 28 Mar 2008, 13:51
- Location: Australia
Re: Idea for Commander Group Supplies
i also believe this is a good idea, I find having to replace units assigned to a commander manually a chore.
but if it was automatic!
I am in a fight against the Collective about half way through the second campaign, i'm being wiped out... (you know, VTOLs etc.) but then I am suddenly reinforced by the 4 factories that are assigned to my commander, and with plenty of anti-air units. GG collective
Probably use a lot of power if the player doesn't manage it right though
perhaps if the player runs out of power the factories could unassign themselves from the commander and then be reassigned later when the player is not so low on power
but if it was automatic!
i could see this:EvilGuru wrote:Currently, I think the biggest changes to commanders needs to be to change the relationship between factories and commanders. At the moment it is many-to-one, in that many factories can service a single commander. I would like for it to be many-to-many; so a single factory could be assigned to multiple commanders. When a unit is build the unit will go to the commander with the fewest units.
I am in a fight against the Collective about half way through the second campaign, i'm being wiped out... (you know, VTOLs etc.) but then I am suddenly reinforced by the 4 factories that are assigned to my commander, and with plenty of anti-air units. GG collective
Probably use a lot of power if the player doesn't manage it right though
perhaps if the player runs out of power the factories could unassign themselves from the commander and then be reassigned later when the player is not so low on power
