Fire at unit while moving
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Fire at unit while moving
When you focus your unit one ennemi unit, they will stop moving.
If you make them moving, the will fire at random unit.
It could be cool that when you make moving your units, they keep their last target. (Of course if they are at range)
If you make them moving, the will fire at random unit.
It could be cool that when you make moving your units, they keep their last target. (Of course if they are at range)
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
Re: Fire at unit while moving
It would be very interesting to have units keep they're target even when given a move order, until they are out of range of that specific enemy, of course.Torrasque wrote:When you focus your unit one ennemi unit, they will stop moving.
If you make them moving, the will fire at random unit.
It could be cool that when you make moving your units, they keep their last target. (Of course if they are at range)
- BlackLiger
- Posts: 1371
- Joined: 05 Oct 2004, 21:58
Yah and if I send a laoda flashe sinto a crowded area and tell them to attack big huge factory here, they carry on attacking random tiny thigns there before they attack bgi huge actory whiel big huge fcatory churns out untis that kill my flashes, tho it doesnt happen that often it can happen and Its a pain to micro them.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Yes, I agree with this. The ability to give an attack order, followed by a move order, while the unit retains that attack order (so long as it remains in range) would greatly increase micromanaging abilities, so that I could tell a unit to attack an enemy, and then be able to manually control its evasive actions so as to increase its lifespan. Excellent for tactical maneuvres, even on a large scale. Consider you order your units to attack an enemy installation, and then click beyond the installation. This will result in your units charging at that enemy structure, but instead of sitting at their maximum range, will cause them to continually move towards the target, charging past it, and overwhelming it. A maneuvre impossible to do (entirely controlled - for the most part you had to hope that your units would fire where you wanted them to fire. A waste of time if its a heavily defended installation - eg, charging a guardian with surrounding MT's) in the original TA.
However, once a unit moves beyond the range of the initial attack order, it should forget that order. The reason being that you will want to order units to move away from a targetted target (for example, in a retreat), and not want them to go and finish off that target once it has completed its move order.
However, once a unit moves beyond the range of the initial attack order, it should forget that order. The reason being that you will want to order units to move away from a targetted target (for example, in a retreat), and not want them to go and finish off that target once it has completed its move order.
Or vice versa issue a move order and then attacka dn they atatck while moving. I have a huge collection of mavericks storming a heavily defended outpost, I want my mavericks moving as fast as possible, if they stop moving to take aim for even a second then they obstruct other mavericks and become sitting ducks.
@atlatai : I think the movement must have a bigger priority than the attaque. When you click to attaque, your unit must move like it do now!
Or perhaps pressing alt while giving an order will make it "optional" (It will be do only if it didn't disturb regular ordre).
But it will cufusing a lot of player...
I think keep it simple...and the most like TA is now
Or perhaps pressing alt while giving an order will make it "optional" (It will be do only if it didn't disturb regular ordre).
But it will cufusing a lot of player...
I think keep it simple...and the most like TA is now
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
TA is not like most games. While units are moving, they still fire they're weapons.Torrasque wrote:... I think the movement must have a bigger priority than the attaque. When you click to attaque, your unit must move like it do now!...
In the great game Homeworld, you could give fire orders to your battleships and then give them move orders so they would be better positioned and they would still target the same target while moving.
This doesn't mean that units would stop moving until the attack order was finished. So moving can be considered as having a higher priority.
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
I understood that you were saying that the proposal presented was not good because that way, the attack order would override the move order and units would not move until the attack order was finished. (have i misunderstood you?)Torrasque wrote:@PauloMorfeo : I don't understand ...
What i said on the second part is that if this was implemented, the game would work like Homeworld. The original TA does not work that way.
When we click on the ground we give a move order, right? When we press "m" or click the move button and then give the order we are also giving a move order.Alantai Firestar wrote:Why not have some heuristic for priority to eb given to either attack or movement.
It could be made like this:
- Just clicking on the ground gives a normal move order and units retain they're targets so they will fire at it while moving if possible.
- Giving the specific move order (with 'm' or clicking "move"), it would remove any targets they could have targeted.
Also... maybe the apecific attack order (done with pressing 'a' or pressing "attack") could make the units insanely agressive, not wasting any ammo-recharge time, not shooting at anything else but the intended target. But this can be too much.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
I think that a complex system that Paulo suggested is unnecessary. The thing with any new alterations is that they have to be completely integrated into the game; the player shouldn't have to learn them, it should just be something that is a useful addition, without altering normal behaviour. What you are suggesting is not immediately obvious to the player.
For example, telling a unit to move, while it still retains its attack order until it is out of range is a usefull feature to have, as it allows players to do new things (as suggested in my post above), while not changing the fundamental move command structure in TA. If players want to move their unit away, they will be able to move their unit away. Nothing will be changed in the overall scheme of things, but the new addition slots in nicely, giving heaps of new options, without taking away original options or altering what players expect should happen.
For example, telling a unit to move, while it still retains its attack order until it is out of range is a usefull feature to have, as it allows players to do new things (as suggested in my post above), while not changing the fundamental move command structure in TA. If players want to move their unit away, they will be able to move their unit away. Nothing will be changed in the overall scheme of things, but the new addition slots in nicely, giving heaps of new options, without taking away original options or altering what players expect should happen.
Okay sir. I swear to God... you really need to learn english or bad things are going to happen to you.Alantai Firestar wrote:Yah and if I send a laoda flashe sinto a crowded area and tell them to attack big huge factory here, they carry on attacking random tiny thigns there before they attack bgi huge actory whiel big huge fcatory churns out untis that kill my flashes, tho it doesnt happen that often it can happen and Its a pain to micro them.
- BlackLiger
- Posts: 1371
- Joined: 05 Oct 2004, 21:58
Hey i can speak engrish dluently and id like to say tha ti still cant rtyp it at all. I cant spee, and i can barly understand my own handwriting (and ,y cursive looks like a bunche of ceiricles). So lay off CayderOkay sir. I swear to God... you really need to learn english or bad things are going to happen to you.