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Mod request: ZK but you can't control your units

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106 minutes ago
What would ZK look like if direct unit control were highly limited? Probably very different, but it would be fun to try. Whoever knowns how to get the most out of retreat zones and anti-bait settings could come out on top. Here are two ways to take this.

Idea #1 is that you can control units provided they are not too close to a visible enemy unit. The idea here is that you can set up battle plans with move orders and retreat states, then execute them in an assault. Taking the enemy by surprise is advantageous here. The range would be around the usual maximum sight range of 660. Some units have a lot more range than this, but perhaps being able to manually control artillery is fine. If a fixed distance does not work then perhaps some sort of way to detect whether a unit is "in battle" would work.

Idea #2 is that you are the commander, and you can only give commands to units within 500 or so elmos of yourself. This is conceptually simpler than trying to detect whether a unit is in battle or not, but the best strategies will probably boil down to rolling around with your commander. Also there is the question of whether you can control your factory and constructors when your commander is on the front. Figuring out how team play works with this version would also be rough, perhaps whoever is closest gets control of uncommanded units?

Both these approaches would possibly benefit from some coarse global commands. For example, it could be good to issue a general retreat to units in a battle that makes them return to safety. There is potential to exploit this by making retreat zones in the enemy base, so retreat zones may need to be limited in some way.

This mod should use its own shortname so as to have distinct settings from main ZK, because players would need to enable more automated unit behaviours.
+3 / -0
i can do this. i already have a framework

https://zero-k.info/Mods/Detail/198

i know its not quite what you asked for but i made this

AI controls all your own units.. start with an ai each team.. supports human vs ai.. or even human vs chickens

i will make a version that gives control of ai owned units back to commanders in 500 elmo range
+1 / -0


18 minutes ago
AI control would be something else. The idea is that you set up queues and send units off to fight.
+0 / -0

57 seconds ago
Love it.

Would I be correct in thinking that the intention of this is to massively minimize the amount of micro in the game and thus focus the game on high level strategy?

I feel like there are a few branches to go down here.

- One would be something like an old RTS called Majesty in which you built building but had no control over units at all. This game is fun, but has problems.

- A second and I think better is the path you've identified in having control over units and where they go and what they generally do, but not having control over the main battle. While this does get rid of the massive impact of micro, I feel like it may have some problems - for example an army clearly getting annihilated plows on, but maybe that's okay.

The focus around the commander does detract from the overall objective, but is very thematic and does allow for those cool tricks that you've mentioned previously - it is also quite manageable from a micro standpoint - there's only one area to take care of.

A bit of a jankier suggestion might be giving units a delay (say 5 seconds) between what you order and it happening. If you do this, units are still doing what you want them to, but it removes the ability to do most insane micro. You could also tie that delay to the distance between the unit and the commander.

I have a feeling that you would have to limit the control over cons near the front as well as military units.

+0 / -0