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Should we change something to encourage players to use airdrops more frequently?

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Date Editor Before After
3/14/2012 8:12:33 PMUSrankAntelope before revert after revert
Before After
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.
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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:
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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.
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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.
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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.
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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.
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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.
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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.
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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.