Page 1 of 1

Some new unit order ideas

Posted: 14 Apr 2009, 22:17
by BlueTemplar
- Being able to order units to attack ghosted buildings:
In
http://spring.clan-sy.com/wiki/Using_Or ... ing_Orders
it is said
Or you could tell your units to attack certain buildings in a certain order, for instance attack all the outlying metal extractors, and them go for the power plants in the base
The problem is that in practice, you practically never have radar coverage: planes die fast, radar units are t2 and inappropriate for raiding because slow.
So usually you'll just give units queued move orders, but this not always guarantees the target will be killed before the units move on, for instance because it was guarded

- Order a unit to attack a spot only once. Useful for instance for bombing runs, or telling a guardian to fire N times on a certain spot (to kill a HLT...). It could replace the old attack ground order, to get the same effect as the old ground attack order you just have to set the unit on repeat orders.

- I think there should be separate attack and attack ground orders, especially if attack ghosted buildings order is implemented. Sometimes you just want your artillery to keep pounding the same spot, but it can be tricky to give the order to do it if it's already filled with enemy units.

- Rebuild order:
This would probably need two orders: the "Memorize" order when the builder/factory will memorize all the selected units, their position and their orders, and the "Rebuild" order, when the builder/factory will rebuild the same units (if they have been killed), send them to the spot the units were when memorized, and give them the same orders.

- Lasso selection :
The equivalent of "custom formations", but for selection/orders. The area selection/order is sometimes not precise enough.

Re: Some new unit order ideas

Posted: 15 Apr 2009, 11:44
by Beherith
Try using the fight command.

Re: Some new unit order ideas

Posted: 15 Apr 2009, 12:19
by Google_Frog
Bombers already attack ground once if you give an attack ground order then a move order.

It would be really great if units could have an active move order and attack order at the same time. So the guns do one thing and wheel/legs do another.

Re: Some new unit order ideas

Posted: 15 Apr 2009, 12:20
by Jazcash
Google_Frog wrote:It would be really great if units could have an active move order and attack order at the same time. So the guns do one thing and wheel/legs do another.
This sure as hell would make Dgunning much more fun :D

Re: Some new unit order ideas

Posted: 15 Apr 2009, 17:34
by hunterw
Google_Frog wrote:
It would be really great if units could have an active move order and attack order at the same time. So the guns do one thing and wheel/legs do another.
this would drastically change the game's micro. for better or worse, who knows, but its such a huge change that i don't see it happening.

Re: Some new unit order ideas

Posted: 16 Apr 2009, 03:58
by BlueTemplar
Why not? Spring is already drastically changed compared to TA, why stop adding new functions now?
Bombers already attack ground once if you give an attack ground order then a move order.
No, they don't.

Also, when using the fight command, your units will stop to fire at any enemy in range. They won't ignore the other units to concentrate on their targets. (And as I already said, the problem is that you cannot target ghosted buildings anyway)

Re: Some new unit order ideas

Posted: 16 Apr 2009, 10:24
by Google_Frog
hunterw wrote:
Google_Frog wrote:
It would be really great if units could have an active move order and attack order at the same time. So the guns do one thing and wheel/legs do another.
this would drastically change the game's micro. for better or worse, who knows, but its such a huge change that i don't see it happening.
I don't think it would a drastic change. Units already have preferred targets and they remember their current preferred target when moving around. All it needs is a command that sets their preferred target.

Re: Some new unit order ideas

Posted: 18 Apr 2009, 18:11
by hunterw
BlueTemplar wrote:Why not? Spring is already drastically changed compared to TA, why stop adding new functions now?
touche.

the two things that were most dramatic IMO were:

-advanced formation widget
-defenserange widget

but both of those changes have been for the better in my opinion.



with attack+move it is going to be billions of times easier to kill commanders with fast units, and i'm sure we'll see some circle strafe widgets being invented in short order. it has the propensity to massively change 1v1 play. ask randy and day and whatnot what they think.