Forged Alliance Forever Forged Alliance Forever Forums 2013-02-03T14:35:24+02:00 /feed.php?f=42&t=2938 2013-02-03T14:35:24+02:00 2013-02-03T14:35:24+02:00 /viewtopic.php?t=2938&p=29185#p29185 <![CDATA[Re: Only allow 'attack ground' on non-radar confirmed buildi]]>
CrayzyNath wrote:
Nice and logic idea.
But the problem is that this would make the game even harder for beginners.
You already have to do so much multitasking and this would make it even worse.


Well, on a certain level, you're right, attacking buildings that are not 'radar confirmed' would require more micro, but I'd imagine that this change would mostly create an incentive to attack radar-confirmed buildings over non-radar confirmed buildings, hence only increasing the micro by small amounts (when the player chooses to attack non-radar confirmed buildings, a conscious choise). Besides, I think attacking non radar confirmed buildings should be more of a "hassle", as you should have no idea when they are destroyed. Hence making radar / stealthing play their proper role.

Statistics: Posted by Wakke — 03 Feb 2013, 14:35


]]>
2013-02-02T12:45:50+02:00 2013-02-02T12:45:50+02:00 /viewtopic.php?t=2938&p=29102#p29102 <![CDATA[Re: Only allow 'attack ground' on non-radar confirmed buildi]]> But the problem is that this would make the game even harder for beginners.
You already have to do so much multitasking and this would make it even worse.

Statistics: Posted by CrayzyNath — 02 Feb 2013, 12:45


]]>
2013-02-02T11:16:03+02:00 2013-02-02T11:16:03+02:00 /viewtopic.php?t=2938&p=29097#p29097 <![CDATA[Re: Only allow 'attack ground' on non-radar confirmed buildi]]>
Myxir wrote:
problem is, if you make pds/other units unable to attack stealthed buildings which you already scoutet, then you miss the purpose of stealth. stealth is used for surprise attacks, until the enemy finds your hidden units.
also, buildings won't simply walk away while you don't have visual for them, that's the reason why you don't lose the radar point for them. as you might have noticed, all mobile units are stealthed in a way you want it. instead of using pds to push, better use mobile missile launchers, they would suit your purposes better


You misunderstand. The problem is not that you can still see the ghost image of these stealthed buildings, or that you can still attack them. Those things should stay. The problem is that your units know when these ghost images are destroyed, and when they can switch to the next target, which they shouldn't. Hence the advantage of stealth is now lost.
As explained in OP, one way to fix that would be so that your units would not attack the ghost images normally, and you have to ground attack these locations (since ground attack keeps firing until you tell it to stop).

Statistics: Posted by Wakke — 02 Feb 2013, 11:16


]]>
2013-02-02T10:24:11+02:00 2013-02-02T10:24:11+02:00 /viewtopic.php?t=2938&p=29095#p29095 <![CDATA[Re: Only allow 'attack ground' on non-radar confirmed buildi]]> also, buildings won't simply walk away while you don't have visual for them, that's the reason why you don't lose the radar point for them. as you might have noticed, all mobile units are stealthed in a way you want it. instead of using pds to push, better use mobile missile launchers, they would suit your purposes better

Statistics: Posted by Myxir — 02 Feb 2013, 10:24


]]>
2013-02-02T06:29:06+02:00 2013-02-02T06:29:06+02:00 /viewtopic.php?t=2938&p=29085#p29085 <![CDATA[Re: Only allow 'attack ground' on non-radar confirmed buildi]]> No seriously, since you mostly have radar coverage of your targets being attacked by arty, the biggest impact of this thing is that it makes stealthing weaker than it ought to be. Once you scout stealthed buildings, the stealthing loses its advantages for those buildings, even when the buildings are no longer in your visual range (stealth still works correctly for mobile units).

Statistics: Posted by Wakke — 02 Feb 2013, 06:29


]]>
2013-02-02T00:47:07+02:00 2013-02-02T00:47:07+02:00 /viewtopic.php?t=2938&p=29069#p29069 <![CDATA[Re: Only allow 'attack ground' on non-radar confirmed buildi]]>
Myxir wrote:
maybe they hear the sound of the collapsing building/unit when they killed it? :)


thats it^^

Statistics: Posted by ColonelSheppard — 02 Feb 2013, 00:47


]]>
2013-02-01T11:33:00+02:00 2013-02-01T11:33:00+02:00 /viewtopic.php?t=2938&p=29033#p29033 <![CDATA[Re: Only allow 'attack ground' on non-radar confirmed buildi]]>

however, units will only follow/shoot on units outside intel/vision range for 3 (or 5?) seconds, at least that's the behaviour for air units
i don't see the problem with pds at this point, maybe upload a replay where we can clearly see a problem

Statistics: Posted by Myxir — 01 Feb 2013, 11:33


]]>
2013-02-02T11:28:34+02:00 2013-01-31T21:29:18+02:00 /viewtopic.php?t=2938&p=28997#p28997 <![CDATA[Only allow 'attack ground' on non-radar confirmed buildings]]>
This would remove the 'magic trick' where your units magically know when a building outside of radar/visual range is destroyed and thus know when they can stop firing and swithc to the next target. It would also make stealth work as it should.

Not sure if this is easily doable in the game engine though...

Statistics: Posted by Wakke — 31 Jan 2013, 21:29


]]>