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rightclick = move instead of reclaim

Posted: 11 Jul 2011, 20:45
by knorke
As discussed yesterday:

Commander uses noob around.
a Wild Transport appears!
Commander uses move away!
move away fails because you accidently clicked on a tree/feature/wreck!
Commander stands still!
Wild Transport uses pick up - it is supereffective!
The game is ruined.

except not, because antireclaim widget.

You can still reclaim by using the e-hotkey or clicking on the reclaim button (noob style)

Downside is, the commander now accidendly crushes some wrecks such as solars if you forgett about it.
Maybe more problems, seems kinda of too simple to be true.

Re: rightclick = move instead of reclaim

Posted: 11 Jul 2011, 20:50
by Jools
Esselente!

Re: rightclick = move instead of reclaim

Posted: 11 Jul 2011, 22:07
by zwzsg
I still my prefer my way:

Image

-> Countering comm-nap via pacman minigame. <-

Re: rightclick = move instead of reclaim

Posted: 11 Jul 2011, 22:17
by knorke
and so it is coming full circle
(instead of pacman it should be 2 player pong: transport player wins: com stays in, com player wins: com escapes)

Re: rightclick = move instead of reclaim

Posted: 11 Jul 2011, 23:59
by Jools
Yeah but reclaim idiocy is annoying also in other instances, e.g. when you are cloaked and wanna escape.

Re: rightclick = move instead of reclaim

Posted: 12 Jul 2011, 02:40
by jK

Re: rightclick = move instead of reclaim

Posted: 12 Jul 2011, 03:09
by knorke
small update:
Only change "reclaim" to "move" if the only selected unit is a commander.
Which means constructors behave as used to, I think thats better as cons do not need to escape so often.
(also means if you have commander + something else selected, he will reclaim. It is a matter of preference really)

Re: rightclick = move instead of reclaim

Posted: 12 Jul 2011, 03:35
by aegis
you could use a heuristic to see if there are any enemy units visible and relatively near the commander (can even test movement vectors to see if they're approaching) to enable/disable the option