View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0021933 | AI War 2 | Gameplay Issue | Oct 25, 2019 2:49 pm | Oct 25, 2019 2:49 pm | |
Reporter | Ljas | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 1.001 Official Game Launch! | ||||
Summary | 0021933: Clumping issue with move orders | ||||
Description | Currently if you have multiple units selected, like a fleet for example, and you issue a move order, every selected units heads precisely where that move order was placed, not minding any overlap with other units. This has a couple of gameplay implications: 1) With back-and-forth "salt shaker" movements, you can theoretically fit an infinite amount of ships under one forcefield. If making the most of your forcefields is important, this is a lot of frustrating and not particularly rewarding-feeling micro. 2) The above sometimes happens even if you don't want to. For example, shift-queuing fusion bombers to attack multiple guard posts usually results in them compressing on top of each other, making them extremely vulnerable to AoE and (if I understood it correctly) especially the beam cannon, which seems unreasonably hard to kill because keeping your units spread out is difficult. It's also not particularly pretty to look at. AI War Classic avoided this by having each selected unit navigate to their slot in cocentric rings around the issued move order, instead of directly at it. Unless my memory fails me, there was a way to make them clump if desired, but as a default behaviour the rings resulted in a lot more believable fleet movement. | ||||
Tags | No tags attached. | ||||
Date Modified | Username | Field | Change |
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Oct 25, 2019 2:49 pm | Ljas | New Issue |