Badly Needed Unit Command Change
make micro more fun
from
Sins Forums
The way ability commands are handled when selecting multiple identical units is getting in the way of effective control. For a game that is supposed to be less micro-intense, there is a HUGE oversight in the ship ability logic.
In Warcraft3 (cited because it's the best RTS ever made, especially for fluid unit control) if you have a homogenous group of units selected (let's say Orc Shaman) and clicked "Bloodlust" on a unit, the closest, most relevant Shammy would cast Blodlust on the target unit. If you consecutively clicked 5 or 6 units you wanted to Bloodlust, the game would assign a single Shaman to each cast, remember the que, cast them in order, all from a single large-group selection of available casters.
As it stands now, if I want my Hoshiko Robotics Cruisers to disable enemy Heavy Cruisers using their special ability, I have to Alt-select the group, tab through my units until I find one with anti-matter, then manually pick a HC I *hope* is near that one (because it can be hard to see which single unit is "active" when I have all of that type selected). This is tedious and slow, and shoudn't be part of the "skill" of the game.
If you really want people to be able to micro large fleet battles, look at the innovations already established in great RTS games (Warcraft3 specifically) and let us use the same brilliant, fluid control schemes. Only if the developers are trying to make a truly great game that is.
There's nothing wrong with standing on the shoulders of giants. Use what's out there to make THIS innovative game even better.
Thanks.
In Warcraft3 (cited because it's the best RTS ever made, especially for fluid unit control) if you have a homogenous group of units selected (let's say Orc Shaman) and clicked "Bloodlust" on a unit, the closest, most relevant Shammy would cast Blodlust on the target unit. If you consecutively clicked 5 or 6 units you wanted to Bloodlust, the game would assign a single Shaman to each cast, remember the que, cast them in order, all from a single large-group selection of available casters.
As it stands now, if I want my Hoshiko Robotics Cruisers to disable enemy Heavy Cruisers using their special ability, I have to Alt-select the group, tab through my units until I find one with anti-matter, then manually pick a HC I *hope* is near that one (because it can be hard to see which single unit is "active" when I have all of that type selected). This is tedious and slow, and shoudn't be part of the "skill" of the game.
If you really want people to be able to micro large fleet battles, look at the innovations already established in great RTS games (Warcraft3 specifically) and let us use the same brilliant, fluid control schemes. Only if the developers are trying to make a truly great game that is.
There's nothing wrong with standing on the shoulders of giants. Use what's out there to make THIS innovative game even better.
Thanks.