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Some Suggestions/Ideas

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19 months ago
I have gathered up a few suggestions/ideas/questions over time and I think I'll mention them here.

1) Currently (unless this was already changed and I wasn't aware), if you tell a conjurer with a cloaking field to guard a unit, it will guard at the maximum distance of it's repair, which means that the unit will be outside of the cloaking field. Wouldn't it be better if while it had it's cloaking field up, it guarded at the cloaking maximum distance instead?

2) I was playing in a game the other day, and I was attempting to kill a factory with a redback while microing it so it didn't die to a hermit that was attacking it. The factory was also producing hermits on repeat. The problem is, any unit will automatically attack units first instead of buildings (which makes sense, but in this case it doesn't). I kept telling it to attack the factory and not the unit, but every time I told it to move because I was microing it, it went straight back to killing the hermit nanoframe instead (which is useless since it's on repeat anyways), so I was stuck microing it and telling it to kill the factory at the same time, which of course led to my redback dying because I can't do that many things at once. Shouldn't units attack the thing you told them to attack previously as long as it's still in range and never left range?

3) Also currently, if a unit thinks it's in the way of factory production, it will move. What is the purpose of this?? I have never found this come in useful, and have only found it losing me the game (it actually lost me the game once) or making things take longer, which is annoying. Unless the unit is actually IN the factory preventing the factory from making units, I'm not sure what the purpose of this is.
+4 / -0
19 months ago
Regarding 1, if you could effectively give any unit a cloak without further micro for 120 metal or whatever a conj costs, it would make conj too powerful. Personally I dislike the ability to begin with, though I think some others enjoy it.
+1 / -0
19 months ago
It is probably already too powerful to give any unit a cloak for 120 metal. Balancing that by APM is bad.
+3 / -0

19 months ago
quote:
1. Wouldn't it be better if while it had it's cloaking field up, it guarded at the cloaking maximum distance instead?

Sounds good.

quote:
2. Shouldn't units attack the thing you told them to attack previously as long as it's still in range and never left range?

This should already happen by default, but can be disabled. Check your settings (Settings / Unit Behaviour / Prioritise overridden attack target)

quote:
3. Unless the unit is actually IN the factory preventing the factory from making units, I'm not sure what the purpose of this is.

The main reason is that we just had no control over it, the engine makes the area pretty large by default. But it's a reasonable default that helps avoid congestion just outside the factory. Recent engine builds give us the ability to customize it, somebody would need to put in the work to tweak it.
+2 / -0

19 months ago
Regarding 1 and the reply to 1, this is a real possibility that can happen, as well as a real strategy that can currently be executed. I did so in this game Multiplayer B1374375 12 on SapphireShores_Dry_V2.2 by cloaking some allied grizzly for over 10 mins by issuing a guard direction command, a modifier key version of area guard. Issuing this command on a moving target can be tricky, as well as this feature being non-standard to rts, so few people know/think about it, but it's on the wiki page for guard.
+2 / -0


19 months ago
quote:
Also currently, if a unit thinks it's in the way of factory production, it will move. What is the purpose of this?? I have never found this come in useful, and have only found it losing me the game (it actually lost me the game once) or making things take longer, which is annoying. Unless the unit is actually IN the factory preventing the factory from making units, I'm not sure what the purpose of this is.


It's called buggeroff, it's supposed to stop factories from being clogged.
+1 / -0


19 months ago
  • 1. Sounds good. We would need to gain control of default engine guard range.
  • 2. If you manually issue an attack command (right click or by selecting the command and left clicking) then what you want should already happened. It is shown by an orange line called Keep Target. Can you make a replay?
  • 3. I think the engine may gain configurable bugger off radius, or a newer version may already have it.
+1 / -0


19 months ago
Constructors being able to construct from within the factory (thus blocking unit production) has been a problem for a while too. It's problematic when you're constructing things near to your factory and have queued a constructor whilst the factory's move order is set to attack move. I'm not sure why this over-rides buggeroff but it's the one thing that shouldn't.
+1 / -0

19 months ago
quote:
Can you make a replay?

Yeah, I think this is the game:
https://zero-k.info/Battles/Detail/1452164
I might have accidentally changed my settings at some point, or I was just doing something wrong, I'm not sure.

quote:
Constructors being able to construct from within the factory (thus blocking unit production) has been a problem for a while too. It's problematic when you're constructing things near to your factory and have queued a constructor whilst the factory's move order is set to attack move. I'm not sure why this over-rides buggeroff but it's the one thing that shouldn't.

Yeah I've noticed this as well and it's annoying.
+0 / -0