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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 6:30:57 PMGBrankWiredTiger before revert after revert
Before After
1 I'm not against the hotkeys being swapped over in the defaults for new players, and I think the Attack command could be renamed since it's not of itself explicitly clear that the unit will fire at the ground if no target unit is actually there. So something like 'Force Fire' or 'Attack Ground' would be fine. 'Attack' is not terrible once you start getting used to it, though. 1 I'm not against the hotkeys being swapped over in the defaults for new players, and I think the Attack command could be renamed since it's not of itself explicitly clear that the unit will fire at the ground if no target unit is actually there. So something like 'Force Fire' or better, 'Attack Ground' would be fine. 'Attack' is not terrible once you start getting used to it, though.
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3 What does need fixing is the bug that sometimes units will recieve an Attack command when the unit they were told to target has moved or has died. Possibly this happens when you see the unit in a slightly wrong position due to radar wobble, then when the unit comes into visual range, it effectively 'jumps' to a different place compared to where the radar blip was. This results in units sometimes firing at the ground when the player had right-clicked an enemy unit; not useful in a battle. 3 What does need fixing is the bug that sometimes units will recieve an Attack command when the unit they were told to target has moved or has died. Possibly this happens when you see the unit in a slightly wrong position due to radar wobble, then when the unit comes into visual range, it effectively 'jumps' to a different place compared to where the radar blip was. This results in units sometimes firing at the ground when the player had right-clicked an enemy unit; not useful in a battle.
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5 'F' for Attack and 'A' for Fight would seem silly, but who cares? If people know that they were swapped over, it wouldn't stop them learning the hotkey, and if it did cause a block to learning it, they could swap them back if they were told how. 5 'F' for Attack and 'A' for Fight would seem silly, but who cares? If people know that they were swapped over, it wouldn't stop them learning the hotkey, and if it did cause a block to learning it, they could swap them back if they were told how.
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7 'Fight' is a mechanic very dissimilar to mechanics of other RTS games that I've played, and so would benefit from remaining as it is, or if it must be renamed, being renamed to something else which is also hard to confuse with Attack-Move. Attack-Move would make it sound like auto-skirmishing and the other clever ZK behaviours would not happen. 7 'Fight' is a mechanic very dissimilar to mechanics of other RTS games that I've played, and so would benefit from remaining as it is, or if it must be renamed, being renamed to something else which is also hard to confuse with Attack-Move. Attack-Move would make it sound like auto-skirmishing and the other clever ZK behaviours would not happen.
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9 The cost of failure for units like the Pene attacking anything they see on the way is actually not miniscule, because it makes using them a bit more frustrating; they run forward into a dangerous position, unable to fire for a few seconds after wasting their shot. This especially affects units like the Black Dawn with a large damage weapon but short range. Then again, the simplest and also perhaps the best solution would be to have them build with the default state of the unit set to hold fire. 9 The cost of failure for units like the Pene attacking anything they see on the way is actually not miniscule, because it makes using them a bit more frustrating; they run forward into a dangerous position, unable to fire for a few seconds after wasting their shot. This especially affects units like the Black Dawn with a large damage weapon but short range. Then again, the simplest and also perhaps the best solution would be to have them build with the default state of the unit set to hold fire.
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11 A lot more things need optional tutorials, like something on widgets, setting default fire/retreat states for different units, rebinding keys and how to use map markers and drawing. 11 A lot more things need optional tutorials, like something on widgets, setting default fire/retreat states for different units, rebinding keys and how to use map markers and drawing.