Forged Alliance Forever Forged Alliance Forever Forums 2013-05-25T21:36:10+02:00 /feed.php?f=2&t=3971 2013-05-25T21:36:10+02:00 2013-05-25T21:36:10+02:00 /viewtopic.php?t=3971&p=43359#p43359 <![CDATA[Re: Target Priority Switch]]> It does look promising though.

Statistics: Posted by johnie102 — 25 May 2013, 21:36


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2013-05-24T15:18:12+02:00 2013-05-24T15:18:12+02:00 /viewtopic.php?t=3971&p=43232#p43232 <![CDATA[Re: Target Priority Switch]]>

-- Double right-clicking on an enemy will tell the selected units to attack that unit,
and then any other unit of that exact type!
* This makes economy raiding, or taking out AA, much easier.
-- Holding 'ALT' While doing this will tell units to attack that - and only that - type of unit.
* I don't think this is incredibly useful, but it wasn't hard to do and if it serves someone well

Statistics: Posted by Veta — 24 May 2013, 15:18


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2013-05-24T14:57:08+02:00 2013-05-24T14:57:08+02:00 /viewtopic.php?t=3971&p=43229#p43229 <![CDATA[Re: Target Priority Switch]]> Statistics: Posted by Ze_PilOt — 24 May 2013, 14:57


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2013-05-24T14:53:59+02:00 2013-05-24T14:53:59+02:00 /viewtopic.php?t=3971&p=43228#p43228 <![CDATA[Re: Target Priority Switch]]> http://forums.gaspowered.com/viewtopic.php?t=34776
Download:
https://code.google.com/p/healthandmana ... eleasedate

ULTIMATE Over-Kill Control:
WIP 19
Tired of having a handful of Percies, and seeing them all blast away at that one T2 Engineer?

/BulletMagnet sure is.

So i made a small mod that cleverly told weapons to pick a new target if their existing target was sure to die from the damage that already has their name on it.

The mod, fueled by my crazy mind, quickly evolved to include improvements for all homing weapons (SAMs and torpedoes alike), and a limited terrain checking system so your tanks don't simply sit next to a cliff and blast away at the cliff-face.

Further to the above, if you issue an attack order on something, then a move order shortly afterward; your selected units will prefer to target the recent attack targets over things nearby. If you want to tell a tank blob to "Shoot that ACU, while running the **** away" and not have them lay into the other, unimportant, units nearby straight after the move order - well now you can!

/BulletMagnet has more ideas and plans to include, but is a bit busy with RL to put them all in in one go.


FAF could use all of that, the overkill function might have some balance effects though.

Statistics: Posted by Veta — 24 May 2013, 14:53


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2013-05-20T09:48:46+02:00 2013-05-20T09:48:46+02:00 /viewtopic.php?t=3971&p=42678#p42678 <![CDATA[Re: Target Priority Switch]]> Statistics: Posted by Veta — 20 May 2013, 09:48


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2013-05-20T04:19:23+02:00 2013-05-20T04:19:23+02:00 /viewtopic.php?t=3971&p=42656#p42656 <![CDATA[Re: Target Priority Switch]]> Statistics: Posted by FunkOff — 20 May 2013, 04:19


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2013-05-19T00:24:27+02:00 2013-05-19T00:24:27+02:00 /viewtopic.php?t=3971&p=42560#p42560 <![CDATA[Re: Target Priority Switch]]> 1. move command behind enemy army retreating.
2. shift + c + attack command on enemy commander.
units will walk behind the retreating enemy army and shoot the commander and nothing else while doing so

Statistics: Posted by Golol — 19 May 2013, 00:24


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2013-05-19T00:09:02+02:00 2013-05-19T00:09:02+02:00 /viewtopic.php?t=3971&p=42556#p42556 <![CDATA[Re: Target Priority Switch]]>
johnie102 wrote:
Can there at least be made a button which gives the enemy Commander the highest priority? This way you could still give your units a move order, but they will all attack the enemy commander.
Might try making this myself if you say it is doable.


You could have a button that switched between two weapons that are identical in every way except targeting priorities, yes.

Statistics: Posted by FunkOff — 19 May 2013, 00:09


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2013-05-19T00:01:52+02:00 2013-05-19T00:01:52+02:00 /viewtopic.php?t=3971&p=42555#p42555 <![CDATA[Re: Target Priority Switch]]> obviously, there is some luck, but if you are talking about realism then its not relistic that your acu doesnt shoot the unit you want it to shoot. if it misses, thats okay. thats realistic luck. but if it shoots the wrong unit because there are not proper controls it should be tried to change this.

Statistics: Posted by Golol — 19 May 2013, 00:01


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2013-05-18T21:06:37+02:00 2013-05-18T21:06:37+02:00 /viewtopic.php?t=3971&p=42536#p42536 <![CDATA[Re: Target Priority Switch]]>
Golol wrote:
luck should not be a factor in supcom


Every war has a "Luck factor" and every war game worthy of itself must be able o simulate it, saying that luck has no place in war is absurd.

Statistics: Posted by samoja — 18 May 2013, 21:06


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2013-05-18T17:57:34+02:00 2013-05-18T17:57:34+02:00 /viewtopic.php?t=3971&p=42525#p42525 <![CDATA[Re: Target Priority Switch]]>
FunkOff wrote:
It's not that it's not possible, it's just not possible without great effort and probably not worth it. Specifically, what if you had a 200 hp tank in front of your ACU and a 100 hp tank behind your ACU? You can fire three shots (roughly?) in the time it takes your ACU's turret to turn all the way around, so you'd want it to prioritize the tank in front, because it'll still kill both of them faster this way than if you target the lower health one first.

And then what if one tank has 210 hp and the other has 215? Is there any difference worth calculating because it'll still take the same number of shots (3) to kill each anyways?

I like your creativity, but this idea just falls apart.

What? No man, I was talking about what I quoted in the post above. Like being able to change what your commander targets while moving like in Zero-K. e.g. I want to priority a T2 unit while running from a battle.

Statistics: Posted by Veta — 18 May 2013, 17:57


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2013-05-18T16:50:08+02:00 2013-05-18T16:50:08+02:00 /viewtopic.php?t=3971&p=42520#p42520 <![CDATA[Re: Target Priority Switch]]> if the enemy com has 500 health and you have him in range of your 5 obsidians but they shoot fucking t1 spam he might survive because of LUCK.
and luck should not be a factor in supcom

Statistics: Posted by Golol — 18 May 2013, 16:50


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2013-05-18T16:18:46+02:00 2013-05-18T16:18:46+02:00 /viewtopic.php?t=3971&p=42517#p42517 <![CDATA[Re: Target Priority Switch]]> Might try making this myself if you say it is doable.

Statistics: Posted by johnie102 — 18 May 2013, 16:18


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2013-05-18T07:23:17+02:00 2013-05-18T07:23:17+02:00 /viewtopic.php?t=3971&p=42461#p42461 <![CDATA[Re: Target Priority Switch]]>
Veta wrote:
If funk says it's not possible it probably isn't, although after reading his explanation I'm wondering if employing a priority targeting system like what I described here, would be.


It's not that it's not possible, it's just not possible without great effort and probably not worth it. Specifically, what if you had a 200 hp tank in front of your ACU and a 100 hp tank behind your ACU? You can fire three shots (roughly?) in the time it takes your ACU's turret to turn all the way around, so you'd want it to prioritize the tank in front, because it'll still kill both of them faster this way than if you target the lower health one first.

And then what if one tank has 210 hp and the other has 215? Is there any difference worth calculating because it'll still take the same number of shots (3) to kill each anyways?

I like your creativity, but this idea just falls apart.

Statistics: Posted by FunkOff — 18 May 2013, 07:23


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2013-05-18T02:14:45+02:00 2013-05-18T02:14:45+02:00 /viewtopic.php?t=3971&p=42447#p42447 <![CDATA[Re: Target Priority Switch]]> here, would be.

Veta wrote:
Yes, this comes up on the FAF forums from time to time. Some Spring games over correct for this by adding separate target commands, e.g. select attack target, deselect attack target.

This may be unclear but let me try to articulate another possible solution. Instead of additional command types, target priorities could be integrated into traditional UI such that Attack-Walking (select+alt+right click) and then Shift+Attacking (...+shift+a+right click target) prioritizes selected targets if they are within range without altering the initial move command or adding an additional attack-move. Don't want to spam-click (...+right click target) for multiple target priorities? Give an Attack-Walk (select+alt+right click) followed by a Shift+Area-Attack (...+shift+a+right click+mouse drag) command. Then your com will priority target all units that were in that area.

If you want to normally Attack-Walk and then add a Shift+Attack you can still use the regular move command (select+right click) and Shift+Attack (...+shift+a+right click target). The commander still automatically attacks with regular move commands. You could decide whether the commander attempts to fire from max range (like supcom alt+right click) or moves directly to its goal with separate Fight/Return Fire stances.

If you want to add an Attack-Walk command you can use (...shift+alt+a+right click) instead of (...shift+a+right click).


Pretty hard to explain GUI in text but does that make sense funk?

Statistics: Posted by Veta — 18 May 2013, 02:14


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