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 PostPosted: 11 Nov, 2010 
 
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Improve how GPG allows commands to tie together.

Example 1:
-you select 5 tanks and right click on a transport
-you select 5 mml and right click on a transport
-you select 5 mobileAA and right click on a transport

You would expect that each group would go load up. They don't. Commands are excluding and ending one another when there isn't a good reason they should do so.


Example 2:
-you select 60 loyalists and adapters
-you provide move commands for them to cross the map
-you hold shift and give them a jump order

You would expect that you could issue move then jump and teleport orders then further movement commands and even further jump commands inter mixed in. Obviously, this is complex and involves using energy however since we have infinite build ques I see no reason for such a command to provide any difficulty. The important part is that the command is allowed to be issued as part of a 'shift que' of movement orders and that the command allows the unit to wait until energy is available and the cool down is available the same way a factory waits to build it's next unit when resources are low. In the case of limited resources, part of the group should jump/teleport while the rest wait for resources to come available.

Previous to infinite build ques I could understand why this wasn't possible, however times are looking bright.

Example 3:
-you select an engineer and you select guard on the command with right click
-you select your commander and you select guard on a factory with right click
-you move you commander to the front to defend the base

You would expect the engineer to repair the commander if he is damaged. You would also expect the engineer to follow the commander around where ever he goes unless he moves to an inaccessible location. However, once the commander assists a factory the engineer stop serving any guard function and does not move with the commander to the front of the battlefield as ordered through the guard command.

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 PostPosted: 12 Nov, 2010 
 
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Bastilean wrote:
Improve how GPG allows commands to tie together.

Example 1:
-you select 5 tanks and right click on a transport
-you select 5 mml and right click on a transport
-you select 5 mobileAA and right click on a transport

You would expect that each group would go load up. They don't. Commands are excluding and ending one another when there isn't a good reason they should do so.


Example 2:
-you select 60 loyalists and adapters
-you provide move commands for them to cross the map
-you hold shift and give them a jump order

You would expect that you could issue move then jump and teleport orders then further movement commands and even further jump commands inter mixed in. Obviously, this is complex and involves using energy however since we have infinite build ques I see no reason for such a command to provide any difficulty. The important part is that the command is allowed to be issued as part of a 'shift que' of movement orders and that the command allows the unit to wait until energy is available and the cool down is available the same way a factory waits to build it's next unit when resources are low. In the case of limited resources, part of the group should jump/teleport while the rest wait for resources to come available.

Previous to infinite build ques I could understand why this wasn't possible, however times are looking bright.

Example 3:
-you select an engineer and you select guard on the command with right click
-you select your commander and you select guard on a factory with right click
-you move you commander to the front to defend the base

You would expect the engineer to repair the commander if he is damaged. You would also expect the engineer to follow the commander around where ever he goes unless he moves to an inaccessible location. However, once the commander assists a factory the engineer stop serving any guard function and does not move with the commander to the front of the battlefield as ordered through the guard command.


I agree PARTICULARELY on example 1, and examble 3.

for example 2 I've played a game with aeon, And I was able to queue a teleport order after a move order, and more move orders after that. I do not think letting the player be able to activate multiple JJ/Tele commands after that would be useful, There is probably only one choque, "hole" on most maps seperating a player from another,

If miscalculated, 3 problems we could encounter:

1-the units would sit in position untill the cooldown or energy refreshes, without the warning, Since I assume you will be managing your base and using energy while the units stay sitting in position, pretty vulnurable to anything(arty as an example). This could get frustrating.

2-As cooldown and energy refreshes, Units JJ/Tele individually or in groups, possibly getting ripped apart in the target point of the teleport/JJ, and have to wait for the rest of the units to arrive so you can order them to move in one big blob, or even worse, they will move individually in a strait line and get picked off one by one on they're route.

3- The units are attacked while you manage your base, so you zoom in to micro them, but their JJ/Tele order is already in action and they are vulnurable while "Casting" their abilitie, and after, since one blob of enemy units have a free route to your base, With their own JJ/Tele, while your units do not have access to their mobility abilities, and will probably be overwhelmed by enemy units in a team game, or be trapped between the base and the units of the enemy player.

I do not know if JJ can be queued after a move order, I know teleport can, but-->
I think it is quite useless to be able to queue multiple JJ/Tele orders. 1 is fine.

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 PostPosted: 12 Nov, 2010 
 
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I agree with the OP.

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 PostPosted: 12 Nov, 2010 
 
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Examples 1 and 2 are possible in game. I know that, as Cybran on 4v4 etched desert, I was able to que jump jet orders to engineers to land on the isolated platforms, build mex, and jumpjet to the next platform to build more mex, all within one que.

Transports can also be qued up easily. You just have to hold shift while giving the load orders. Additionally, if you have the units selected, you can que up additional commands that will be followed once the transport drops them off (you can que that up too).

On a 4v4 game on tournament dome, I used an engineer inside a transport and qued it to drop + captue 4 separate mexes all within one que.

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 PostPosted: 12 Nov, 2010 
 
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FunkOff wrote:
Examples 1 and 2 are possible in game. I know that, as Cybran on 4v4 etched desert, I was able to que jump jet orders to engineers to land on the isolated platforms, build mex, and jumpjet to the next platform to build more mex, all within one que.

Transports can also be qued up easily. You just have to hold shift while giving the load orders. Additionally, if you have the units selected, you can que up additional commands that will be followed once the transport drops them off (you can que that up too).

On a 4v4 game on tournament dome, I used an engineer inside a transport and qued it to drop + captue 4 separate mexes all within one que.


I have done this too. It's been a while since I last made test observations. Test Complete.


Example 1:
Even when you select tanks, mml, and then mobileAA and hold shift when you give the commands to enter the transport they do not all advance to the transport together. Instead they waste time by sending the first group, then the second group and then the third group... tripling the amount of walking time spent to the transport. Remember, one element of transports is that they are suppose to save you walking time.
Note: the function of SHFT click is to allow you to give multiple orders to the same unit. An order to Tanks should NOT cancel an order to MML or MobileAA and vice versa.


Example 2:
It works. It's already in the game. There are a few issues however.

-You cannot issue order while a unit is jumping. These order are ignored by any units still in the air.
-You cannot Q up teleports or jumps while the 'transporting ability' is in cool down.

Some improvements:
-Allow units to accept orders while they are in transit. Please fix. This causes a lot of confusion and frustration.
-Please make CNTRL-T/CNTRL-J as well as the cool down buttons selectable while holding the SHFT button.
-Allow factories travel Qs to utilize teleport with the SHFT and CNTRL-T/J buttons.

Areas where this would be useful:

Weddels Islands: With 3 Jump Jets you can reach the other island's interior!
Corvan Chasm: With 2 Jump Jets you can reach the opposing platforms. With 5+ Jump Jets your engineers can put mass extractors and defences on the rock Bluffs in the center of the map.
QAI: With Multiple Jump Jets and Teleports you can add a few mass extractors to your economy.

There are probably other situations this might be useful, but these are some of the possibilities.

Side Note: While testing attempted to remove the panel on the bottom of my screen with the escape button. I was holding shift and placing mexes. I could not have a mex commanded to place and have the panel out of the way to place the mex at the same time. This could be improved by allowing escape to remove the bottom screen panel while holding shift.


Having Test Teleport and Jump Jets... wow. This is far more functional than I thought. You may issue multiple move and teleport commands in any order and they are executed. You can teleport 100 units across a mountain on Isis! Together! You can issue move, teleport, move teleport and they are completed. I remember when the patch notes came out saying this was fixed, and it is mostly. Teleport fails at around 200 units on Isis. There were multiple occassions the teleport or jump jet command was not carried out as units had collision issues. Also, there was a bug where one unit would be outside the formation and spin for no reason and it would cause the entire blob to fail to execute. When I attempted to send 400 tanks about half the blob did not traverse and ignored the teleport order.

Side Note 2: It's hard to determine what is 'impassable terrain. I am not interested in GPG delineating this for the player. However, I do think that an improvement to command issuing would be to allow players to issue move commands to impassable terrain. Instead of invalidating the move command, GPG could end the movement point where ever the impassable terrain begins.

Side Note 3: Infact, if a player issues a move command through impassable terrain, to the other side, it would be an improvement if the Q'd blue line actually showed the route the unit is going to take. Right now the blue line goes through the terrain, however if the blue line met the terran and then basically hugged the shortest path around the terrain feature and then began following the straight path again at the other side that would be neat!

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