Re: Should units remember their attack target after new order?
Posted: 02 Oct 2009, 11:59
I approve.
Open Source Realtime Strategy Game Engine
https://springrts.licho.eu/phpbb/
+10000Tobi wrote:TBH the weights assigned to particular types of targets should be made mod configurable.
Then any mod who wants this can just set the weight for the last target epically high (it's now 25x the weight the unit would have otherwise), so the unit will always keep shooting the last user target if it is able to hit it.
I'm inclined to agree with lurker here. My thought is to enable the change and then patch over the units that get substantially different.lurker wrote:Is it really worth respecing parts of balance that depend on units being difficult to control?
Only way to "erase" the information about dots and their stats is to destroy the units and place new ones in their place, that way the dominator is "confused" again.just a remark of what i wrote:Once dots are identified (by los), they are assigned the unit stats rite? so the commander is given a commander icon and the defense turrets are given a ghost of their own (when you leave los contact). Then its evident which unit shall be destroyed first (commander in this case).
Well.... if you turn off your radar, that information "should" be forgotten.
it is, in part, specific icons are gone(like commander icon), and so are ghost-icons (dots reapear)...
but the unit stat information is not forgotten, thats why the dominator kept firing the commander.
I've found that this statement is the core of the widgets=cheating debate. If you play TA for the thrill/skill of managing attack formations then any opponent widget or gameplay change that automates or simplifies this reduces your advantage against players who focus on their econ.lurker wrote:Is it really worth respecing parts of balance that depend on units being difficult to control?