Forged Alliance Forever Forged Alliance Forever Forums 2014-02-10T22:49:44+02:00 /feed.php?f=42&t=6545 2014-02-10T22:49:44+02:00 2014-02-10T22:49:44+02:00 /viewtopic.php?t=6545&p=64850#p64850 <![CDATA[Re: Feature Request: Smarter engineers.]]>
Reaper Zwei wrote:
I feel as if you haven't considered the possibility that the things that you want changed arn't changeable rather than people wishing it to remain status que. While I'm not certain if that's the case it should be something that you at least consider.


Define "consider."

I don't assume that's the case no, primarily because that's not the reply I've received. Was I aware that's possible? Sure. Plenty of games have elements which effectively can't be modded.

I would actually feel a lot better if that was the case, but I don't see how it could be given the other functions of the game. Engineers are a unit like any other, they have behaviors. Those behaviors should be as flexible as any other units' behaviors. If there is some hard coded elements of basic engineers then I suggest replacing them with a modded unit that occupies the exact same slot, looks the same, costs the same but has different behavior.

Statistics: Posted by Innomen — 10 Feb 2014, 22:49


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2014-02-10T06:24:48+02:00 2014-02-10T06:24:48+02:00 /viewtopic.php?t=6545&p=64774#p64774 <![CDATA[Re: Feature Request: Smarter engineers.]]>
Innomen wrote:
errorblankfield wrote:But as you notice, status quo or bust is the name of the game for stuff like this.


No doubt. But at this point I'm just happy to hear I'm not the only one that finds this immersion breaking/annoying/broken. :)

What kills me is the fact that they put in build templates, which means they obviously want to curtail a huge chunk of the twitch click monotony. Yet when you suggest stuff to actually accomplish that goal, people lose their minds.

I swear I must be an alien or something for wanting to focus on strategy in a strategy game.

The amount of micro in this game is atrocious. If it wasn't for the automation I get on patrol routes, the build templates, and the looping build ques, I wouldn't even bother.

What I would really like to see is a behavior panel like in warloards battle cry 3. I loved being able to tell my units "seek and destroy."

I spend a lot of time trying to emulate that. Like making spiral patrol routes.

Another thing that annoys me is the inability for fighter craft to strafe ground targets, I don't like this contrived paper rock scissors thing. And where are my cruise missiles?

I would love to have an aircraft that when launched seeks out and crashes into an enemy target.

I hate it when future games lack weapons we have right now.

blah blah blah

I feel as if you haven't considered the possibility that the things that you want changed arn't changeable rather than people wishing it to remain status que. While I'm not certain if that's the case it should be something that you at least consider.

Statistics: Posted by Reaper Zwei — 10 Feb 2014, 06:24


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2014-02-06T05:00:20+02:00 2014-02-06T05:00:20+02:00 /viewtopic.php?t=6545&p=64276#p64276 <![CDATA[Re: Feature Request: Smarter engineers.]]>
errorblankfield wrote:
But as you notice, status quo or bust is the name of the game for stuff like this.


No doubt. But at this point I'm just happy to hear I'm not the only one that finds this immersion breaking/annoying/broken. :)

What kills me is the fact that they put in build templates, which means they obviously want to curtail a huge chunk of the twitch click monotony. Yet when you suggest stuff to actually accomplish that goal, people lose their minds.

I swear I must be an alien or something for wanting to focus on strategy in a strategy game.

The amount of micro in this game is atrocious. If it wasn't for the automation I get on patrol routes, the build templates, and the looping build ques, I wouldn't even bother.

What I would really like to see is a behavior panel like in warloards battle cry 3. I loved being able to tell my units "seek and destroy."

I spend a lot of time trying to emulate that. Like making spiral patrol routes.

Another thing that annoys me is the inability for fighter craft to strafe ground targets, I don't like this contrived paper rock scissors thing. And where are my cruise missiles?

I would love to have an aircraft that when launched seeks out and crashes into an enemy target.

I hate it when future games lack weapons we have right now.

blah blah blah

Statistics: Posted by Innomen — 06 Feb 2014, 05:00


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2014-02-06T04:46:24+02:00 2014-02-06T04:46:24+02:00 /viewtopic.php?t=6545&p=64275#p64275 <![CDATA[Re: Feature Request: Smarter engineers.]]> ...Don't insult my field bro.


But in all seriousness, I do think they should auto-reclaim hostiles in the area. There is no reason not to.

Especially since reclaiming a live units sucks as the engy has to hug the thing before it will even attempt to reclaim it. Then if it moves, the mass sucker-upper doesn't follow it.

:/ Dumb engineer BOTS.

But as you notice, status quo or bust is the name of the game for stuff like this.

Statistics: Posted by errorblankfield — 06 Feb 2014, 04:46


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2014-02-05T02:50:24+02:00 2014-02-05T02:50:24+02:00 /viewtopic.php?t=6545&p=64199#p64199 <![CDATA[Re: Feature Request: Smarter engineers.]]>
Ato0theJ wrote:
I personally think all micro and macro intensive task should be automated so all I have to focus on is watching the explosions in freecam mode.

No? You don't want to change game mechanics for me? That's not very nice.


That's possible. Just load a game full of AIs and be an observer.

Sulo wrote:
While automated engies would be a bit too much, I agree on the engie stations, description say that reclaim is automated, eiter do it so it really is automated or remove it from description.


Indeed, they assist and repair automatically, why not reclaim? Because it's a bug, not a feature.

Any time you suggest any change to a game there will be people who react like you just told them their kid is ugly. I can live with that.

But in this case it's just silly. Weaponized craft all opportunistically fire on enemies, so obviously the technology is in the game universe and the code. Is it really so game breaking to have engineers (a highly intellectual field) not be suicidally, treacherously, stupid?

I can't believe I've having to defend this idea.

If I'm wrong on this then they should call it a real time tactical game. Because if I'm expected to issue specific orders to every engineer individually, I'm no longer operating at the strategic scale. I'm operating like a squad leader.

Statistics: Posted by Innomen — 05 Feb 2014, 02:50


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2014-02-05T01:46:46+02:00 2014-02-05T01:46:46+02:00 /viewtopic.php?t=6545&p=64193#p64193 <![CDATA[Re: Feature Request: Smarter engineers.]]> Statistics: Posted by Sulo — 05 Feb 2014, 01:46


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2014-02-05T01:21:16+02:00 2014-02-05T01:21:16+02:00 /viewtopic.php?t=6545&p=64189#p64189 <![CDATA[Re: Feature Request: Smarter engineers.]]>
No? You don't want to change game mechanics for me? That's not very nice.

Statistics: Posted by Ato0theJ — 05 Feb 2014, 01:21


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2014-02-05T00:19:55+02:00 2014-02-05T00:19:55+02:00 /viewtopic.php?t=6545&p=64182#p64182 <![CDATA[Re: Feature Request: Smarter engineers.]]>
If that's what you think of as compelling game play, then perhaps you should go wash your hands for the 12th time today. And maybe look into medication.

Statistics: Posted by Innomen — 05 Feb 2014, 00:19


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2014-02-04T20:50:55+02:00 2014-02-04T20:50:55+02:00 /viewtopic.php?t=6545&p=64160#p64160 <![CDATA[Re: Feature Request: Smarter engineers.]]>
Innomen wrote:
Equally dumb is an engi being pecked to death by a scout or captured because it's too stupid to aim its reclaim gun at a foe.

that's called "User dumbness" ;)

Statistics: Posted by FireMessiah — 04 Feb 2014, 20:50


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2014-02-04T20:26:26+02:00 2014-02-04T20:26:26+02:00 /viewtopic.php?t=6545&p=64154#p64154 <![CDATA[Re: Feature Request: Smarter engineers.]]> that's what's dumb.

Have you never heard of guard duty? (Not the same as patrol because if I set an engi onto a super short patrol route it runs off to grab all the metal within a quarter mile, usually getting itself killed in the process.)

The hive's description text is, and I quote: "Automatically repairs, reclaims, assists or captures any unit within its operational radius." (Emphasis mine.)

http://supcom.wikia.com/wiki/Cybran_T2_ ... ng_Station

As of this moment it does not do that, nor has it ever done that to my knowledge. The only thing that has ever behaved that way in the supcom universe is the loyalty gun.

And I see no game play damage in making opportunistic standing behavior something above the level of abject stupidity or at least equal to patrol behavior sans the changing of location.

Equally dumb is an engi being pecked to death by a scout or captured because it's too stupid to aim its reclaim gun at a foe.

But whatever, if you think immersion breaking engineer stupidity is a feature, get down with your bad self.

Statistics: Posted by Innomen — 04 Feb 2014, 20:26


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2014-02-04T19:31:21+02:00 2014-02-04T19:31:21+02:00 /viewtopic.php?t=6545&p=64146#p64146 <![CDATA[Re: Feature Request: Smarter engineers.]]> Statistics: Posted by D4E_Omit — 04 Feb 2014, 19:31


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2014-02-04T18:01:36+02:00 2014-02-04T18:01:36+02:00 /viewtopic.php?t=6545&p=64133#p64133 <![CDATA[Feature Request: Smarter engineers.]]>
I would also like engineering structures to reclaim wreckage and enemies in range without having to be ordered to do so assuming they are turned on.

Statistics: Posted by Innomen — 04 Feb 2014, 18:01


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