quote: As for your fac vs plate example. Yes that would be wholly acceptable behaviour.I believe they will already do this anyway if they are in range of 2 factories/plates. As Lawesome mentioned, if i wanted them to only target a specific fac/plate, I can already do so by simply ordering the caretaker to do so. |
Which behavior? Sticking to one thing or going back and forth? I put up two contradicting examples and you just answered "yes".
Right now caretakers do not switch. They finish their current job, then find a new one. You'll only have the impression they switch because if they assisted making a raider, that will finish quickly and then they'll go to the next task. The raider won't exit the plate fast enough for another one to be started immediately, so the caretaker will find the expensive wireframe (griz, cyclops...) and assist that. Over time, caretakers all merge into the most expensive thing being built in their range. That's why they don't repair.
Even if you were to somehow change their target priority, they'd still wait to finish the griz/cyclops before repairing anything. That's why I put up the question about reacquiring task every 5 seconds, and why I asked how to resolve the conflict that is assisting which project.
quote: I also think overspending metal to repair is acceptable. Again if don't want them to do that, I can already limit their resource priority to be lower than factories or whatever. |
Repairing does not cost metal, only energy. That means if you send a strider to your caretakers and they drop their assist jobs to repair, you can go into metal excess. Going into metal excess is never good.
quote: Constructors have the same issue though. Arguably worse, because they will just immedately and forever assist their home factory as soon as they spawn, when the factory destination is set to attack move. You will then also have to babysit them and ensure they don't walk into danger without sufficent guard. Yes they can be set to auto retreat but thats far from a guarentee of successfully doing so. |
Easy. Queue a move order far enough from your factory so attack move won't make your new cons assist it. From that point you can hold shift to queue another command and order a moveattack command closer to the front. The cons walk out of factory, move to safe distance and then automatically attack move towards the front. As far as them dying, what are you doing when you play? What are you looking at? Where do you spend the most time giving orders? It should be at the front. The game has a good amount of automation, but it doesn't play itself entirely. You need to provide some input.
quote: Why is solving multiple problems with a single solution a negative? Thats is the point of versatile units, such as constructors and caretakers. |
For the reasons you didn't address. Your one, apparently simple suggestion introduces conflicts you are not recognizing.