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Introduce "Formation" to reduce micromanagement while moving units with different speed types


Omega1001

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Motivation:

When moving units with different speed types, for example Nomad and Thugs, keeping them together can be painfull.
It usually requires a lot of micromanagement to prevent the Nomads from running ahead, and nearly dying once they encounter enemies before the thugs even arrive.

Proposed Solution:

Introduce a new Toggle Switch "Keep Formation" to Combat UI.
When Switch is switched on, all Units receiving a move command will move in "closed formation".

When in closed Formation, units will walk with reduced movement speed equal to the movement speed of the slows unit within the Squad, effectively making everyone move at the same pace.
This behavior breaks, if:

- Units reach the goal of the movement

- Units receive a new movement Command without Keep Formation

- Units receive a Attack Command

- Units engage in Combat (e.g. because of Attack on sight)

Optional Extension

When Units are moved in closed Formation and not all Units are in place, slow all Units that are already in place to allow the rest to catch up.
Also, if a Unit is not jet in place, don't apply slow effect to allow it to catch up faster.

 

Xamos and Metagross31 like this
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As a basic Idea, you could use a existing Slow effect that is applied on move and cleared on arrival, new command or combat.

The Game already has those, so applying and clearing it at certain point shouldn't be to big a change.
Regardless, a full Server Side Implementation would offer more comfort if that was possible ...

Of course, I don't know nothing about your codebase, so this is pure speculation.

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10 hours ago, Omega1001 said:

Motivation:

When moving units with different speed types, for example Nomad and Thugs, keeping them together can be painfull.

For now a workaround can be:

Select all thugs and issue the movement command as usual with right click.

Select all nomads and issue the movement command  with alt + right click.

They should now arrive at the same time. 🙂

 

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12 hours ago, Omega1001 said:

 

As a basic Idea, you could use a existing Slow effect that is applied on move and cleared on arrival, new command or combat.

The Game already has those, so applying and clearing it at certain point shouldn't be to big a change.
Regardless, a full Server Side Implementation would offer more comfort if that was possible ...

Of course, I don't know nothing about your codebase, so this is pure speculation.

😄 if it would be that easy, there would be nothing to do already 😄 Unfortunately I can not say why it is not that easy 😞 one of few cases where I agree with security trough obscurity 😞

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