View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0003068 | AI War 1 / Classic | Suggestion - Interface Ideas - Unit Selection, Management, and Orders | Mar 18, 2011 5:31 pm | Oct 1, 2012 7:49 pm | |
Reporter | FunnyMan | Assigned To | Chris_McElligottPark | ||
Status | feedback | Resolution | reopened | ||
Product Version | 5.003 | ||||
Fixed in Version | 5.088 | ||||
Summary | 0003068: "Stay Here" / "Hold Position" order | ||||
Description | With certain types of ships, notably Regenerator Golems, it is desirable to keep them in a system and active, but under defenses and out of combat. This can be extremely difficult to manage, because when overlapped by other ships, they will often move right out of the forcefield and sometimes halfway across the system before you look back at them! In the specific case of Regen Golems, this is worse than usual, as the ships they regenerate spawn directly on top of them, causing the golem to move out of protection mid-combat--precisely the worst time for that to happen! This forces the player into repeatedly moving the ships back into cover every time they attempt to escape (unless, of course, they feel like losing the ships), adding highly-repetitive micromanagement that keeps the player focused *away* from the actual combat. To counter this, I suggest a "Stay Here" or "Hold Position" order. A ship with such an order will attempt to not move from that position, and to stay nearby and return as soon as possible if it is dislodged. If two ships with such an order overlap, they behave normally, but if a ship without the order overlaps one with it, the ship without the order will move. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
related to | 0001843 | resolved | Chris_McElligottPark | Key binding to override global auto-FRD |
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I would additionally ask that such ships be considered "non military" to the unit selection box, as to make a selection of units WITHOUT auto-grabbing the "hold position" units. If I really want them, I can go back and select them afterwards. |
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I agree with that addition. The intent of the order is to keep the unit(s) stationary until specifically moved, so not selecting them in ambiguous situations is a good idea. |
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Draco18s' suggested addition should probably be made a checkbox in ctrls ("Hold-position marks units as non-military") |
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Not exactly what was in mind here but I think it deals with the issue in a way that was manageable for the game model. For 5.088: * Added a "Control-Group-Specific" tab to the CTRLS window, similar to the "Planet-Specific" tab: ** Instead of selecting a planet on this tab, you select one of your 10 control groups from a dropdown. ** Currently the tab has: *** Auto-FRD Military **** When this is set to "On", all your military units in this control group will be set to Free-Roaming Defender. Note: certain ship types (like fortresses that multi-repair, and zenith siege engines) never auto-FRD. **** When this is set to "Default", the global Auto-FRD toggle will govern. **** When this is "Off", this behavior will not happen for ships in this control group even if the global Auto-FRD toggle is on. **** If a ship is in multiple control groups with conflicting settings for this, the priority order is as follows: Off, On, Default. *** Auto-FRD Engineers **** When this is set to "On", all your engineer/rebuilder units in this control group will be set to Free-Roaming Defender. **** When this is set to "Default", the global Auto-FRD toggle will govern. **** When this is "Off", this behavior will not happen for ships in this control group even if the global Auto-FRD toggle is on. **** If a ship is in multiple control groups with conflicting settings for this, the priority order is as follows: Off, On, Default. Thanks :) |
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While I certainly agree that that is a good feature (and one that solves 0001843), it's not really relevant to this issue. The problem here is not FRD but rather ship displacement, which happens under any set of orders. What's needed is a way to increase the priority of the specified ship(s) so that other ships will move off of them rather than vice versa. Essentially, the ships would act like structures while it's in effect, occupying space but not moving. You mentioned fortresses, which I think already have this behaviour, so that they don't easily reset the repair timer. But it's useful for other ships as well, e.g. to keep them under a force field. |
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Yeah, I too don't think that that change actually addresses [i]this[/i] issue. |
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I think I've seen fortresses do this as well (forget the circumstances, but it was rare) |
Date Modified | Username | Field | Change |
---|---|---|---|
Mar 18, 2011 5:31 pm | FunnyMan | New Issue | |
Mar 21, 2011 5:20 pm | Draco18s | Note Added: 0011197 | |
Mar 22, 2011 3:44 pm | FunnyMan | Note Added: 0011222 | |
Mar 22, 2011 9:43 pm | FunnyMan | Relationship added | related to 0001843 |
Mar 22, 2011 11:47 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Mar 22, 2011 11:47 pm | Chris_McElligottPark | Status | new => considering |
Mar 23, 2011 5:03 am | HTL2001 | Note Added: 0011323 | |
Oct 1, 2012 9:48 am | keith.lamothe | Internal Weight | => New |
Oct 1, 2012 9:48 am | keith.lamothe | Note Added: 0028545 | |
Oct 1, 2012 9:48 am | keith.lamothe | Status | considering => resolved |
Oct 1, 2012 9:48 am | keith.lamothe | Fixed in Version | => 5.088 |
Oct 1, 2012 9:48 am | keith.lamothe | Resolution | open => fixed |
Oct 1, 2012 6:43 pm | FunnyMan | Note Added: 0028552 | |
Oct 1, 2012 6:43 pm | FunnyMan | Status | resolved => feedback |
Oct 1, 2012 6:43 pm | FunnyMan | Resolution | fixed => reopened |
Oct 1, 2012 7:09 pm | Draco18s | Note Added: 0028553 | |
Oct 1, 2012 7:49 pm | HTL2001 | Note Added: 0028554 |