There is a bug where attack commands on enemy buildings disappear and are completely invisible to the player if you lose radar and Line of Sight to the target.
I described this issue here:
https://github.com/ZeroK-RTS/Zero-K/issues/5783Mobile units with a weapon will still go towards the enemy units position until they can spot it, but the attack command will be completely hidden from the player.
Ironically, if you have AI enabled and "Hold position" on a unit like Lance, it will go towards the position until it can spot the enemy, while if you have AI enabled and have it Maneuver(not Hold Position) it will try to skirmish the building around max range.
So Hold Position clearly does not work as intended here.
I also think this is kind of inconsistent behaviour in regards to targeting enemy mobile units. If you target mobile units, the attack command will quickly disappear as soon as the enemy is not a radar dot or in Line of Sight anymore. A Lance will still nudge a tiny bit forward as the unit disappears.
Losing track of mobile units can be particularly annoying when you are trying to chase enemy raiders in bumpy terrain and order your units to attack them.
Even tiny bumps can break Line of Sight and radar so that your mobile units lose track of them easily.
Personally I would prefer if your units at least try to go to the last known position of the mobile enemy unit, if they lose the target.
Reacquiring the target, could still be a bit weird as you as a player can't see the difference between the identical glaives that disappears behind the mound blocking Line of Sight, while the targeting can still persist as the game can still keep track of the unit IDs of the enemy, but maybe that is a desired behaviour.
On the other hand, I don't want my Lance to go towards the enemy position if it is on "Hold Position" and the enemy building gets radar jammed.
But if I have raiders, I do want Raiders to go forward even if it is on Hold Position and I lose track of the enemy building because raiders have short range and will reveal the enemy with their long Line of Sight anyway.
You can still see enemy buildings explode even if they are outside radar and Line of Sight, so even if you force fire the ground with artillery when you have no radar or Line of Sight on the enemy building, you can see if the enemy building explodes or not.
Maybe it would be too strong if artillery units could persistently attack buildings, and know when they are destroyed even if you lack any radar or Line of Sight on that position.
Some games do work like that, like the original Total Annihilation or Supreme Commander. Although, it Total Annihilation your units could even track mobile units which I don't think is desired in a modern RTS.
If I remember correctly, losing track of mobile units in Zero-K is a custom gadget written for Zero-K.
How does it work in BAR?
I think BAR has the default Recoil engine behaviour.
How should it work in your opinion?