I would like to suggest this idea: a menu similar to the units menu, but for defensive structures. One should be able to at least select a firing mode (free, return-fire, hold fire) and a range, and defensive units should be allowed to have their very own targeting queue, like the units do.
As for sensor automatic assignment in the case of artillery structures, it should not take precedence over the targeting queue. The artillery piece should only start taking input from the sensor once it has finished its own targeting.
I would like an opinion on this idea from both the game developers and players.
IDEA: Unit menu for defense structures
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macuser
- Regular

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- Location: USA
Re: IDEA: Unit menu for defense structures
the need for this is kinda fixed in trunk
instead of just targeting one unit the sensor targets as many units as possible with amount of artillery possible.
ArtRev Website

System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6

System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
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adimosh
- Greenhorn
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- Joined: 23 Oct 2010, 10:40
Re: IDEA: Unit menu for defense structures
Great, so, this is what I wish to obtain: have three artillery squads, each one assigned to their respective sensor. I launch all against an enemy encampment, one from one side, with the intention of murdering it off in its entirety. I send a first squand with a set of rapid-fire mortars to lure units out and hopefully kill them. A second squad, with rotary howitzers, stands somewhat behind and tries to take out defensive structures. The third squad goes to the other end of the battle and, when I'm certain that the enemy player has shifted attention to the first two squads, I command the third sensort to get within detection range and start taking out the unit production buildings.
Naturally, I will have to do micromanagement on the first squad, as to make sure as few units are lost as possible, and as many of his own are destroyed. With this, it is nearly impossible to manage the third squad as well, but I need to make sure that it concentrates on eliminating the unit production facilities the enemy may have, regardless of its losses, and without bothering with the lonely truck that wanders off to distract the artillery.
If you could explain how exactly the strategy I just described is implementable with the current game set-up, without requiring superhuman reflexes, I'd be really happy. Otherwise, I still stand by the idea.
Naturally, I will have to do micromanagement on the first squad, as to make sure as few units are lost as possible, and as many of his own are destroyed. With this, it is nearly impossible to manage the third squad as well, but I need to make sure that it concentrates on eliminating the unit production facilities the enemy may have, regardless of its losses, and without bothering with the lonely truck that wanders off to distract the artillery.
If you could explain how exactly the strategy I just described is implementable with the current game set-up, without requiring superhuman reflexes, I'd be really happy. Otherwise, I still stand by the idea.
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macuser
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- Location: USA
Re: IDEA: Unit menu for defense structures
well in a way and in a way not.... the way it works now is "the sensor targets one borg and all the arty fires at it (killing it of course but it is overkill)" the way it work in trunk is the sensor calculates how much fire power is assigned to it and then distributes it to kill as many things as possible 
-regards macuser
-regards macuser
ArtRev Website

System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6

System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6