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Ctrl-Move

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2 years ago
I was talking with @Tombodett and he gave me this idea, about Ctrl-Move. If you are using Ctrl-Move, the whole point of it is to keep your units in the same position, right? Well, usually you would organize your army and then Ctrl-Move, so that it stayed in this organized form. But if you turn in a different direction with your army, they are in the same position, but they are no longer organized in the correct way as you made them at first, so, instead of the hermits in the front like you put them, and the recluses in the back, now there are two lines and both of them are in the front. I was thinking, can Ctrl-Move be so that the units that were in the front are still in the front? Or maybe if no one likes that, you could have another variant of Ctrl-Move, like, Alt-Move, that does that?

The only thing is that when you're turning, what if they would all move at their own speed until they are back in the front, while the guys in the back are waiting, it might take a little longer, but sometimes you really want certain guys to be in the front.
+4 / -0

2 years ago
Similar threads about custom formations exist. This sounds like the same general idea.

How is the game supposed to know the direction your formation is currently facing, and how is the game supposed to know the direction your units are facing at the end point? Just taking the mid point of the selected units and comparing that to the place you want to move is not enough. If I have a formation facing an enemy, I'll want to advance, side step, retreat all while keeping my front facing the enemy. If raiders are flanking off to one side I could want my front to face that flank direction. Even worse, if raiders flank from both directions I need to split my front in two, or make all sides a front.

In Supreme Commander, there's a 'keep formation' move order by click and holding right mouse button and dragging to the front. Selected units organize themselves by unit class in a grid, face direction to move, move in formation, and at all turns rotate the entire formation to continually face front. Also the formation moves at less than max speed with supcom unit bumping/ pathfinding.(shudder) In supcom 2, there's 'flow field'pathfinding where a selection of units giving an order automatically form a psudo group and will speed up (above max speed)/ slow down to keep pace with each other and keep the auto formation by unit class.
+1 / -0
Kind of like G + Ctrl-Alt?

YouTube around 5:51.
+3 / -0
2 years ago
Maybe a little off topic, but a "unit pack/combo" with a "formation" in factory menu would be useful for newbies and players.
+1 / -0