Hey,
I think that everyone experienced their Firewalkers, Lances, Pillagers, Snipers, Impalers and many (not excluding) artilery units suicide when chasing after that flea or something that appeared on the radar.
I wondered how much consuming CPU would be a widget/gadget that periodically every X frames (say 70) updates fight mode to enable it to change targets. It utterly sucks when your units kill themselves in dumb way when you're not looking and I always perceived that it's in zero-k's spirit to improve these situations with all of the micro capabilities that the game presents.
Another issue is units literally killing each other (mostly Snipers and Lances - also Rockos) usually by moving into neighbor that fires. Did anyone come up with some solution to that problem?
Would any of presented below suggestions fix the problem?
* Anti-cluster mechanics like refusing to shoot when too close to another unit and queuing move to position that is at least X (3?) elmos away - if fails for 2 seconds then shoot anyways. Similar what builders have when they can't build.
* maybe expanding some unit boxes to achieve the above but keep hitboxes the same - I'm not sure how boxes work, I just know there are few kinds of them in spring
* lowering lance's hitbox (so it starts much lower than the tower with gun)
* remodelling sniper to shoot from the head and give similar treatment
Curious to hear what you have to say.