1 |
>I think its used enough. If anything needs improving its the interface/controls .. like ferry routes, and transport AI.
|
1 |
>I think its used enough. If anything needs improving its the interface/controls .. like ferry routes, and transport AI.
|
2 |
\n
|
2 |
\n
|
3 |
One of the problems is how messy the actual landing and drop process can be. It's very messy and requires to switch focus from units to transports a couple times. Some issues with it:
|
3 |
One of the problems is how messy the actual landing and drop process can be. It's very messy and requires to switch focus from units to transports a couple times. Some issues with it:
|
4 |
\n
|
4 |
\n
|
5 |
1)When you draw a landing circle, the transports will try to set the units on top of each other. One trans always ends up circling for 5-10 seconds while it looks for an empty space to drop the unit.
|
5 |
1)When you draw a landing circle, the transports will try to set the units on top of each other. One trans always ends up circling for 5-10 seconds while it looks for an empty space to drop the unit.
|
6 |
\n
|
6 |
\n
|
7 |
2)It's difficult to select all those landed units because the transports get in the way and generally piss you off.
|
7 |
2)It's difficult to select all those landed units because the transports get in the way and generally piss you off.
|
8 |
\n
|
8 |
\n
|
9 |
3)You end up waiting too long to give orders to the units after they land because of problems 1 and 2, giving the enemy time to react.
|
9 |
3)You end up waiting too long to give orders to the units after they land because of problems 1 and 2, giving the enemy time to react.
|
10 |
\n
|
10 |
\n
|
11 |
Now what I want for ZK: You gather up your units, and preferably (though not required) put your transports close to the units. You select the units you want transported and give them a special move command that actually means "ferry me here", similar to the "Jump" command that some units have. This special move command can be used as a queued command, just like any other.
|
11 |
Now what I want for ZK: You gather up your units, and preferably (though not required) put your transports close to the units. You select the units you want transported and give them a special move command that actually means "ferry me here", similar to the "Jump" command that some units have. This special move command can be used as a queued command, just like any other.
|
12 |
\n
|
12 |
\n
|
13 |
The advantage lies in that I can do a mixture of ferry, move, and fight commands all at once while ignoring the need to draw special ferry routes and such. When the units land they execute the queued commands instantly, saving valuable time. I also don't even have to SELECT the transports, not even once, so I don't have to keep switching my focus from units to transports and back.
|
13 |
The advantage lies in that I can do a mixture of ferry, move, and fight commands all at once while ignoring the need to draw special ferry routes and such. When the units land they execute the queued commands instantly, saving valuable time. I also don't even have to SELECT the transports, not even once, so I don't have to keep switching my focus from units to transports and back.
|
14 |
\n
|
14 |
\n
|
15 |
An
example:
I
gather
my
units
and
transports
together.
I
give
the
units
a
"Ferry"
command
to
the
enemy
base
located
on
a
cliff,
followed
by
a
"Fight"
command
on
the
other
side
of
the
enemy
base,
followed
by
a
"Ferry"
command
to
the
next
enemy
base,
followed
by
a
"Fight"
command
through
that
enemy
base
as
well.
If
all
goes
well,
the
units
will
be
picked
up,
dropped,
will
kill
the
enemy
base,
be
picked
up
again,
dropped
in
2nd
enemy
base,
and
will
kill
that
base
too,
all
without
a
single
bit
of
input
after
the
original
queued
command.
This
could
solve
all
3
of
my
problems
listed
below
and
streamline
the
entire
process.
|
15 |
An
example:
I
gather
my
units
and
transports
together.
I
give
the
units
a
"Ferry"
command
to
the
enemy
base
located
on
a
cliff,
followed
by
a
"Fight"
command
on
the
other
side
of
the
enemy
base,
followed
by
a
"Ferry"
command
to
the
next
enemy
base,
followed
by
a
"Fight"
command
through
that
enemy
base
as
well.
If
all
goes
well,
the
units
will
be
picked
up,
dropped,
will
kill
the
enemy
base,
be
picked
up
again,
dropped
in
2nd
enemy
base,
and
will
kill
that
base
too,
all
without
a
single
bit
of
input
after
the
original
queued
command.
This
could
solve
all
3
of
my
problems
listed
above
and
streamline
the
entire
process.
|
16 |
\n
|
16 |
\n
|
17 |
Ok, there's a widget in the Spring widget database that could be modified to do some of this. If you have the widget and you set a Trans to guard a unit, it automatically follows the unit and when the unit needs to travel a distance that would take, lets say, more than 10 seconds it picks the unit up and ferries it to the destination. The unit is put on "wait" just before the trans picks it up and then turns off "wait" after it drops the unit. It works seamlessly and is great for early com expansion. Also, you can continue to give orders to the units while in air so that when they land the orders are executed.
|
17 |
Ok, there's a widget in the Spring widget database that could be modified to do some of this. If you have the widget and you set a Trans to guard a unit, it automatically follows the unit and when the unit needs to travel a distance that would take, lets say, more than 10 seconds it picks the unit up and ferries it to the destination. The unit is put on "wait" just before the trans picks it up and then turns off "wait" after it drops the unit. It works seamlessly and is great for early com expansion. Also, you can continue to give orders to the units while in air so that when they land the orders are executed.
|