Zarel wrote:
1. It's both.
2. This one is the one about projectile code i.e. targeting. By saying "See #1", you're saying "It's the targeting, not the targeting?" o_O
3. Yes, well, the commander generally says "Be evasive", not "Okay, now move three feet that way... NOW!" The commander doesn't telepathically control each soldier on the battlefield at the same time, and soldiers know how to dodge without being told.
4. Well, it'd be more like projectiles wouldn't land half a screen away, so it wouldn't be an issue, and hovercraft would get reduced damage because they "dodge" the bulk of the shot.
5. What do you mean by "pin down the enemy"?
6. Some level of microing is fine. We have microing, too. You can micro to avoid flamers. You pretty much have to micro research, design, and manufacture. You can micro hit-and-run units like lancers. Microing dodging, however, just isn't fun. And games are designed to be fun.
7-9. Yes, that's what I'm proposing. Make the computer do it automatically, by rolling a die. What's wrong with that?
1. even if both, that does not validate the use of antiquated techniques that do nothing for force the use of the heavies unit possible.
2. targeting/hit, you are advocating that it hit or miss determined simple by probability rather then realistic factors.
im saying the targeting is fine, as the targeting is fine, the problems come about when the net code is added to the situation, making the net code at fault
3. if you know the enemy rate of fire, you kinda can, if you saw muzzle flash, you can tell the distance + travel time, thus get out of the way. being 3 feet or 30 feet or continuous evasion is a moot point. jack up the splash damage if small movements bug you.
4. i remember wz on psx, i remember getting sick of mortars clearly missing & still doing direct hit damage.
its stupid as a concept, stupid as a solution and looks completely stupid when it happens, i accepted it then as i thought it was a machine limitation, no way i would accept it now.
5. O_O what?... no, what

to pin down, means to use your own mobile units to slow/trap enemy units so you can pick them off in areas you can use as kill zones, for the purpose of this, that would be to allow for long range arty to be used without the enemy simply... moving away.
6. + rest. there is a difference between dodging and using die for dodging & using die for hits.
using a die to have units evade as they would irl if able removes micro-managing
using die to determine hits makes it a game of
spam teh biggest hover unitz rather then use any kind of thought when designing your unit.
a lancer bug wheels should have the full advantage of its agility to evade, rather then reduced to a poker game where the winner is the guy with the biggest stack.
if you can have all units auto dodge, excellent.
another rare rts feature for rts gameplay.
make it dependant on there being a cb turret in proximity and its a perfectly understandable function