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Good points @Saktoth, thanks. My original use case was forming up cloakies to engage other armies in large team games. This saves me a lot of APM I would otherwise spend with ctrl+z and line moving before engagements. BTW, the scaling behavior is such that the default formation gracefully degrades to stacked line moves rather than filled rectangles if you make it very wide.
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Good points @Saktoth, thanks. My original use case was forming up cloakies to engage other armies in large team games. This saves me a lot of APM I would otherwise spend with ctrl+z and line moving before engagements. BTW, the scaling behavior is such that the default formation gracefully degrades to stacked line moves rather than filled rectangles if you make it very wide.
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Basically, I envision using this during a lull while out of battle, then using Ctrl + move to move in formation on the way to engage. Once combat begins, all bets are off and of course you need to be reacting to the situation with standard micro. This widget is not meant to replace line move. It's meant to help form up before battle and help maintain good position during an approach, nothing more.
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Basically, I envision using this during a lull while out of battle, then using Ctrl + move to move in formation on the way to engage. Once combat begins, all bets are off and of course you need to be reacting to the situation with standard micro. This widget is not meant to replace line move. It's meant to help form up before battle and help maintain good position during an approach, nothing more.
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My hypothesis (which still needs testing) is that given equal micro and unit composition, a large army in a well-designed formation will outperform an army positioned with a single line move.
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My hypothesis (which still needs testing) is that given equal micro and unit composition, a large army in a well-designed formation will outperform an army positioned with a single line move.
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About units not shooting through each other, I intend to add better distribution logic (either iterative spring-and-damper displacement, or alternating column offsets) to open more firing lanes. The columnar distribution was just the simplest thing to get working.
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About units not shooting through each other, I intend to add better distribution logic (either iterative spring-and-damper displacement, or alternating column offsets) to open more firing lanes. The columnar distribution was just the simplest thing to get working.
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Finally,
the
filled
rectangle
patterns
are
just
the
PoC
formation.
I
actually
plan
to
implement
hollow-box
shapes
specifically
for
shield
balls
formations.
I
also
have
plans
for
an
arc
shape,
which
would
allow
building
a
set
of
"focused"
concentric
arcs.
Good
to
have
those
ideas
verified.
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9 |
Finally,
the
filled
rectangle
patterns
are
just
the
PoC
formation.
I
actually
plan
to
implement
hollow-box
shapes
specifically
for
shield
ball
formations.
I
also
have
plans
for
an
arc
shape,
which
would
allow
building
a
set
of
"focused"
concentric
arcs.
Good
to
have
those
ideas
validated.
|
10 |
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10 |
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11 |
If anyone else has feedback, feel free to chime in.
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11 |
If anyone else has feedback, feel free to chime in.
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