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Default idle constructor behavior

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Date Editor Before After
11/6/2021 5:26:36 AMAUrankAdminGoogleFrog before revert after revert
Before After
1 One of the most consistent things I've noticed about new players is that they don't want units to act by themselves in most cases. Maneuver vs. Hold Position seems to be an exception, but even in this case they prefer that units leash fairly tightly. New players don't have a feel for efficiency, so they would much rather be quite inefficient rather than slightly disoriented by a behaviour designed to remove that inefficiency for them. Every default unit behaviour is another thing to learn, another barrier between going from units seemingly wandering around randomly to feeling in control. So I do not think behaviours like those proposed here should happen at [url=https://zero-k. info/Forum/Thread/31189?postID=226780#226780]Level 0 customisation[/url]. 1 One of the most consistent things I've noticed about new players is that they don't want units to act by themselves in most cases. Maneuver vs. Hold Position seems to be an exception, but even in this case they prefer that units leash fairly tightly. New players don't have a feel for efficiency, so they would much rather be quite inefficient than pay the price of being slightly disoriented, and this tradeoff seems inevitable for behaviours designed to remove inefficiency by adding an automated action. Each extra default unit behaviour is another thing to learn, another barrier between going from units seemingly wandering around randomly to feeling in control. So I do not think behaviours like those proposed here should happen at [url=https://zero-k. info/Forum/Thread/31189?postID=226780#226780]Level 0 customisation[/url].
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3 I don't think there is space on the UI for this to exist at Level 1 either. The leading suggestion is to disable the behaviour on Hold Position, but then all constructors would have to be set to Hold Position by default. I am wary of having mixed states built into the defaults to this extent. Besides, what about armed constructors? The obvious answer is another state toggle, but I'm quite happy with how few state toggles are shown by default already. 3 I don't think there is space on the UI for this to exist at Level 1 either. The leading suggestion is to disable the behaviour on Hold Position, but then all constructors would have to be set to Hold Position by default. I am wary of having mixed states built into the defaults to this extent. Besides, what about armed constructors? The obvious answer is another state toggle, but I'm quite happy with how few state toggles are shown by default already.
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5 This sounds like a fine feature for Level 2. I recall Caretaker patrol existing at Level 2 already. 5 This sounds like a fine feature for Level 2. I recall Caretaker patrol existing at Level 2 already.
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7 [q]Also bonus question: is it possible for constructors to do the constructing on the fly - when passing something damaged for example to repair it on the way while in range? [/q] 7 [q]Also bonus question: is it possible for constructors to do the constructing on the fly - when passing something damaged for example to repair it on the way while in range? [/q]
8 Any unit AI can be written, if that is your question. Mechanically though, constructors cannot "fire on the move". Movement essentially costs BP. I don't want to take on the mess of a UI required to properly deal with constructors firing on the move, let alone what would happen to how the game plays. 8 Any unit AI can be written, if that is your question. Mechanically though, constructors cannot "fire on the move". Movement essentially costs BP. I don't want to take on the mess of a UI required to properly deal with constructors firing on the move, let alone what would happen to how the game plays.