We're going quite off-topic here, but as for the wz minimap there's some serious issues with the map on very large maps (where you need to scroll the minimap to see all the map). I don't know if anyone has changed that yet in the trunk version, but on 2.0.8 you're trying to move your screen to some point near the edge of the minimap, and instead end up scrolling the minimap (and your screen) at ultra-fast speed to some black corner of the map.
I think it would be cool to be able to zoom out the minimap, enough to cover the whole map all the time.
Now back on topic, I've told this to EvilGuru in IRC before and I'll say it here again:
I think it's a GREAT idea to have units move faster as their rank goes up, because they can all move faster as a whole when under a commander, and most of all because they will
retreat and go for repair faster.
Now you might be thinking: "What the hell do I care if they retreat faster if I only want to crush my enemy?"
But if you're having a hard game and your enemy is kicking your ass, moving to repair faster means the unit survives longer, so it can kill even more units later, get higher rank, move even faster, survive longer, and so on...
And also don't worry about high-ranked VTOLs, as they will never move faster then 700 speed (max speed of the propulsion).
So about this one, thumbs up for EvilGuru.
Finally, about the commanders:
EvilGuru wrote:However would a script such as 'disrupt enemy oil' for a commander be worthwhile? (So it would go out look for weakly defended oil, capture it and then call in an assigned truck to defend it up).
Well it's obvious that commanders need to be more useful in the future, but I don't agree you should make a commander that would actually
play the game on his own; not to the point where it decides which enemy locations to attack and go there without the player's consent/order (even if the commander is 100% sure they are undefended).
I think the player should order the commander to go to one spot, and it should be able to defend that spot (or pursue the enemy) in the best possible way. But even if the commander and it's units are idle for 30minutes (while the player is busy), it should never decide what to do next and move away, without an order from the player.
The commander should be responsible for the low-level tactics. High-level strategy is for the player to govern.
One thing that could be implemented on a commander would be something like:
target weakest units first.
That's what I usually do when I'm controlling the units myself:
If there's a weak enemy near my units I try to kill it first, and leave the heavy, bulky, armored tanks for last.
If there's a damaged enemy near my units kill it first, and leave the enemy at full health for last.
This means the weak enemy units will die faster and not shoot at me anymore when I take the time to kill their strong units later.
To decide which enemies are weaker (armor-wise) the commander could also determine which weapons are under his control and which enemies are more vulnerable to them.
For example:
- The commander has mostly machinegun units. It should target infantry first.
- The commander has mostly lancers/tank-killers/scourge-missiles. It should target tanks first.
- The commander has mostly flamer units. It should target bunkers first.
etc.
That's just my opinion, sorry for the long post. :-X