Forged Alliance Forever Forged Alliance Forever Forums 2014-06-25T11:10:19+02:00 /feed.php?f=42&t=7457 2014-06-25T11:10:19+02:00 2014-06-25T11:10:19+02:00 /viewtopic.php?t=7457&p=76046#p76046 <![CDATA[Re: Transport handling]]>
Could you math it for us and work out what % of original cost it is to repair. :D

also - can you get adjacency on the staging facility? (I cant test right now).

Cost's aside... I still think that staging facilities could have a secondary function of enabling ferry routes + fast loading of transports.

Statistics: Posted by tufftee — 25 Jun 2014, 11:10


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2014-06-25T10:42:18+02:00 2014-06-25T10:42:18+02:00 /viewtopic.php?t=7457&p=76042#p76042 <![CDATA[Re: Transport handling]]>
Wakke wrote:
Vee wrote:Air staging repairs aircraft for free => epic.


Last time I tested this in a practice match, it cost 100% of the build price. Tested by making my income mass/energy 0, putting a plane on 1hp, and then putting it on a repair pad. The amount of mass/energy that disappeared from my storages was the build cost of the aircraft.

your doing it wrong then 8-)

edit: no really your doing it way wrong. I just tested in sandbox and it cost next to nothing. might as well be free, as Vee says.

Statistics: Posted by Reaper Zwei — 25 Jun 2014, 10:42


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2014-06-25T10:35:02+02:00 2014-06-25T10:35:02+02:00 /viewtopic.php?t=7457&p=76041#p76041 <![CDATA[Re: Transport handling]]>
The name “air staging facility” does indicate more functionality that just “air repair pad”. If ferry routes could be set from them then it truly would be a facility for staging airborne assaults. :-D

Statistics: Posted by tufftee — 25 Jun 2014, 10:35


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2014-06-24T21:24:57+02:00 2014-06-24T21:24:57+02:00 /viewtopic.php?t=7457&p=76026#p76026 <![CDATA[Re: Transport handling]]>
Vee wrote:
Air staging repairs aircraft for free => epic.


Last time I tested this in a practice match, it cost 100% of the build price. Tested by making my income mass/energy 0, putting a plane on 1hp, and then putting it on a repair pad. The amount of mass/energy that disappeared from my storages was the build cost of the aircraft.

Statistics: Posted by Wakke — 24 Jun 2014, 21:24


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2014-06-24T21:24:32+02:00 2014-06-24T21:24:32+02:00 /viewtopic.php?t=7457&p=76025#p76025 <![CDATA[Re: Transport handling]]>
Vee wrote:
Air staging repairs aircraft for free => epic.


Last time I tested this in a practice match, it cost 100% of the build price. Tested by making my income mass/energy 0, puting a plane on 1hp, and then putting it on a repair pad. The amount of mass/energy that disappeared from my storages was the build cost of the aircraft.

Statistics: Posted by Wakke — 24 Jun 2014, 21:24


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2014-06-24T19:31:44+02:00 2014-06-24T19:31:44+02:00 /viewtopic.php?t=7457&p=76023#p76023 <![CDATA[Re: Transport handling]]> Statistics: Posted by Vee — 24 Jun 2014, 19:31


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2014-06-24T15:00:11+02:00 2014-06-24T15:00:11+02:00 /viewtopic.php?t=7457&p=76016#p76016 <![CDATA[Re: Transport handling]]> Something for consideration.

I have always felt that the T2 air staging facility is underused. Could this building have a secondary use of quick loading transports?

Have units awaiting ferrying surround a T2 air staging facility then have the T2 air staging facility, quickly teleport unit’s up into transports for super-fast loading.

This would therefore be an anchor/start point for a ferry route, having factories way-points set to T2 air staging facility. Have an option to set a ferry route from the T2 air staging facility, therefore even if transports are destroys the route remains.

+ More uses for T2 air staging facility
+ Ferry routes not removed when transport destroyed

Statistics: Posted by tufftee — 24 Jun 2014, 15:00


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2014-06-07T20:26:58+02:00 2014-06-07T20:26:58+02:00 /viewtopic.php?t=7457&p=74826#p74826 <![CDATA[Re: Transport handling]]>
If it is possible and some people would actually manage to get those things into the game PA would no longer have an edge on FA in terms of UI and control schemes.


At this point there are no orders as first class entities in PA either. But I think they will come at some point. Though PA has already some vastly better control schemes implemented - like area commands and free form line formations (although not working properly yet).


So, if FA could be updated on the control and UI side of things to not fall behind would be a great thing. But is it possible?

Statistics: Posted by Lionhardt — 07 Jun 2014, 20:26


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2014-06-07T04:34:48+02:00 2014-06-07T04:34:48+02:00 /viewtopic.php?t=7457&p=74755#p74755 <![CDATA[Re: Transport handling]]>
This shouldn't be transport-specific. Imagine setting up a big build queue for your engies and then they get bombed, you could just throw some new engies on to it.

Statistics: Posted by nine2 — 07 Jun 2014, 04:34


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2014-05-23T08:26:26+02:00 2014-05-23T08:26:26+02:00 /viewtopic.php?t=7457&p=73610#p73610 <![CDATA[Re: Transport handling]]>
Crotalus wrote:
Hmm, seems like it works almost like that already when you use the transport icon and click somewhere, the transports then picks up units and helps the rest getting there


Now that's interesting. Didn't now that! Very useful for certain situations.

It does not solve the problem at hand though...


Edit: I have experimented with it a bit... you cannot use it together with attack commands and additional waypoints queued up and it is indeed a little buggy (as the whole damn transport system is!) - sometimes units don't get loaded up.

Statistics: Posted by Lionhardt — 23 May 2014, 08:26


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2014-05-23T02:38:49+02:00 2014-05-23T02:38:49+02:00 /viewtopic.php?t=7457&p=73602#p73602 <![CDATA[Re: Transport handling]]>
Crotalus wrote:
* Permanent ferry routes would be good, all idle transports in vincinity of the start beacon should ferry any idle unit that's near it. There should also be options like "Only send full transports" and "Send at minimum X transports at a time". Make each transport get a transport/unload + move back order, that way you can change each unload position if necessary.

* A ferry icon when you select land units (and having transports available), press it and where you want to go. The nearest idle / patrolling transports will go to the units position and complete the order, after that they should return to their old locations. Maybe even leave a ferry route at the location of the units.

* If you select land units + transports and press the transport icon, make the units fill up the transports (load without move)
* If you have land units + transports selected and issue a move order, make the transports pickup units so they get there faster, keep doing this as long as it's effective timewise.

Hmm, seems like it works almost like that already when you use the transport icon and click somewhere, the transports then picks up units and helps the rest getting there

Yeah that would be awesome.
"Hmm, seems like it works almost like that already when you use the transport icon and click somewhere, the transports then picks up units and helps the rest getting there"
Yeah, but kinda inefficient and buggy I would say, also it would be awesome if you could combine move orders and attack orders (if attack order then attack everything till reaching destination and transport to next if efficient).

Statistics: Posted by SC-Account — 23 May 2014, 02:38


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2014-05-23T02:19:57+02:00 2014-05-23T02:19:57+02:00 /viewtopic.php?t=7457&p=73601#p73601 <![CDATA[Re: Transport handling]]>
* A ferry icon when you select land units (and having transports available), press it and where you want to go. The nearest idle / patrolling transports will go to the units position and complete the order, after that they should return to their old locations. Maybe even leave a ferry route at the location of the units.

* If you select land units + transports and press the transport icon, make the units fill up the transports (load without move)
* If you have land units + transports selected and issue a move order, make the transports pickup units so they get there faster, keep doing this as long as it's effective timewise.

Hmm, seems like it works almost like that already when you use the transport icon and click somewhere, the transports then picks up units and helps the rest getting there

Statistics: Posted by Crotalus — 23 May 2014, 02:19


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2014-05-23T02:09:15+02:00 2014-05-23T02:09:15+02:00 /viewtopic.php?t=7457&p=73600#p73600 <![CDATA[Re: Transport handling]]>
ZLO_RD wrote:
http://youtu.be/Vjhwry6JqPk?t=4m3s that is actually something that feels natural to just click on transport with some units then select other units and clikc on same transport, but in FA it will not work for sure, i dunno if there is any possibility to change that :(


Shift-click the transport orders after the first and they will load after eachother.

Statistics: Posted by Crotalus — 23 May 2014, 02:09


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2014-05-23T00:07:33+02:00 2014-05-23T00:07:33+02:00 /viewtopic.php?t=7457&p=73597#p73597 <![CDATA[Re: Transport handling]]> http://youtu.be/Vjhwry6JqPk?t=4m3s that is actually something that feels natural to just click on transport with some units then select other units and clikc on same transport, but in FA it will not work for sure, i dunno if there is any possibility to change that :(

Statistics: Posted by ZLO_RD — 23 May 2014, 00:07


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2014-05-22T17:03:43+02:00 2014-05-22T17:03:43+02:00 /viewtopic.php?t=7457&p=73573#p73573 <![CDATA[Re: Transport handling]]>
ALTERNATIVELY:

As we know ferry commands persist as long the the transports are alive or the command is cancelled. I have tried queuing an factory assist order for transport after a ferry command, hoping the game would be smart enough to understand what I want.. namely to automatically cancel the ferry order, once all units that got the order to get themselves transported via this ferry route had been successfully transported, as to make the transports carry out the factory assist order next. But that doesn't work. Implementing a new logic that says:

(pseudo code of doom inbound)

Code:
If queued(ferry order, factory transportation assist order) AND length(queueOfUnitsWaitingAtFerryMarker) == 0:
    cancel ferry command and proceed in order queue


...if at all possible, would solve the problem in a more intuitive way... kind of. Even better would be.

Code:
Check once per tick:
If queued(ferry order, factory transportation assist order) AND length(queueOfUnitsWaitingAtFerryMarker) == 0:
    proceed in order queue ##(and not cancel the ferry order)
    if  length(queueOfUnitsWaitingAtFerryMarker) > 0:
        carry_out_command(ferry order)



You see my idea?

Statistics: Posted by Lionhardt — 22 May 2014, 17:03


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