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Fight and Attack: Having Our Cake And Eating It Too

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Date Editor Before After
3/23/2016 7:36:27 AMAUrankAdminGoogleFrog before revert after revert
Before After
1 I don't think that problem has a good solution. The cost of failure is low so I do not think it is a large problem. The worst case scenario still has the players units attack and, once they are in range, use their next shot to attack the target. No other game, that I know of, has units hold fire when they have an attack order (although many games effectively do because units have to be static to fire). 1 I don't think that problem has a good solution. The cost of failure is low so I do not think it is a large problem. The worst case scenario still has the players units attack and, once they are in range, use their next shot to attack the target. No other game, that I know of, has units hold fire when they have an attack order (although many games effectively do because units have to be static to fire).
2 \n 2 \n
3 A solution would be to make a widget to toggle set hold fire for units when their first command is an attack command. But then we have to drawn the line at some reload time. Penetrator and Sniper want the widget, how about Scalpel? What about Banisher? This behavior adds another hidden unit command mechanic for players to keep track of. I dislike it. 3 A solution would be to make a widget to toggle set hold fire for units when their first command is an attack command. But then we have to drawn the line at some reload time. Penetrator and Sniper want the widget, how about Scalpel? What about Banisher? This behaviour adds another hidden unit command mechanic for players to keep track of. I dislike it.
4 \n
5 The state toggles for things like tactical AI, don't fire at radar, overkill prevention and Dominatrix self-D were an attempt to unhide their behaviour. I am not sure if it worked. The best solution may be within the fixed fire state idea. We would replace the three states with:
6 * Fire at everything.
7 * Fire smartly.
8 * Fire at nothing.
9 Where "Fire smartly" includes Screamer anti-bait, not firing at radar dots and not firing at anything else when you have an attack command.