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!