Changes to Patrol, Addition of Attack-Move command
Moderator: Moderators
Changes to Patrol, Addition of Attack-Move command
I don't like the way patrol works right now. You can't have a patrolling unit go do a onetime action and then return to the patrol route easily. The drawn patrol commands don't look right (always pointing to the same patrol point regardless of where the unit is actually heading.) There are a few other minor issues I want to fix as well. While changing how patrol works, I plan on creating a new command, something similar to the "A-left click ground" in WC3, an Attack/Move, that acts similar to patrol but does not repeat itself. I have been calling this command "Fight" to myself. I was thinking of giving it and ID number of 16 or 14.
Although I don't intend on changing the gui myself to add it as a user usable command, I will build that functionality in for anyone who does.
Any comments/suggestions/criticism?
Although I don't intend on changing the gui myself to add it as a user usable command, I will build that functionality in for anyone who does.
Any comments/suggestions/criticism?
Want to know how attack-move works?
Take your units and issue a patrol order. Note that they stop to fight things and then go back to moving.
Attack-move is basically patrol without the repeat at the end.
There are two commands that are totally silly when paired with the "Repeat" feature: Attack Ground and Patrol. Patrol should be an Attack-Move with Repeat On, and the current Attack Ground should be a once-off Attack Ground with Repeat On.
Take your units and issue a patrol order. Note that they stop to fight things and then go back to moving.
Attack-move is basically patrol without the repeat at the end.
There are two commands that are totally silly when paired with the "Repeat" feature: Attack Ground and Patrol. Patrol should be an Attack-Move with Repeat On, and the current Attack Ground should be a once-off Attack Ground with Repeat On.
-
- Posts: 501
- Joined: 18 May 2006, 21:19
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
Well, in TA / Spring, "attack move" is really just move. Because all the units in TA / Spring can attack while they're moving.
The reason they were different in Warcrap is because the units had to stop before they could attack, and so if you just told them to move, they wouldn't be able to attack anything.
The reason they were different in Warcrap is because the units had to stop before they could attack, and so if you just told them to move, they wouldn't be able to attack anything.
Not quite. People here want to be able to tell their units to move to a certain spot, but to attack and make sure to kill anything they find on the way.Lindir The Green wrote:Well, in TA / Spring, "attack move" is really just move. Because all the units in TA / Spring can attack while they're moving.
The reason they were different in Warcrap is because the units had to stop before they could attack, and so if you just told them to move, they wouldn't be able to attack anything.
still, at some point we might want such a unit, and sometimes you want units to make sure the stuff they encounter is dead before moving on, or you want artillery to sit back and shoot upon seeing a unit instead of firing while running at it, so an attack-move functionality would definately be useful
-
- Posts: 272
- Joined: 30 May 2006, 17:06
The beauty of Warcraft's attack move is that all ranged units fire from max range. And if they lose a target, they will look for another without moving, instead of walking into more firepower than they can handle. There are more subtle effects at work in warcraft, but this command alone would allow us to really micro our units in spring instead of fighting the interface.
And calling Warcraft warcrap won't make spring a better game.
And calling Warcraft warcrap won't make spring a better game.
qft. That's the importance of attack move - it makes the unit move only as close as necessary to open fire.CautionToTheWind wrote:The beauty of Warcraft's attack move is that all ranged units fire from max range. And if they lose a target, they will look for another without moving, instead of walking into more firepower than they can handle.
Imho, it should be a bucky-key. Alt+move is the never-used "move square" command. Alt+fire is what? Imho, that's where it should be.
I'd make alt+move the "attack-move" concept, and alt-attack be a similar "distractible attack" command. After all, it would be useful to be able to tell artillery "bombard this point, but if anything else comes into firing range then shoot that instead". After all, "attack" and "move" both effectively override the "movement orders" from "manoever" to "hold position" until they arrive. This change would simply allow the player a way to cancel that override. The only exception is for builder units - but builder units are kinda screwy as there's no way to make them follow their "patrol" behaviour when standing still.