Guard Radius Needs Tweaking

Discussion in 'Planetary Annihilation General Discussion' started by brianpurkiss, August 23, 2014.

  1. brianpurkiss

    brianpurkiss Post Master General

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    Guard radius will override move commands. So it can be very frustrating when you're trying to get units to fall back to regroup, but their guard radius has them move towards the enemy.

    Also, there's the problem of 2 units moving forward against the death blob and dying. Death blob moving a little closer. A few units move forward and die. Repeat.

    I like the concept of the guard radius, but right now it definitely causes problems.

    Solution? Not really sure. The guard radius should definitely be as small as possible. It should possibly apply to groups of units so 1 unit doesn't charge a death ball. Instead other units come to help. And the guard radius definitely shouldn't override move commands.
    kayonsmit101, ArchieBuld and tatsujb like this.
  2. tatsujb

    tatsujb Post Master General

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    Hmmmmmmmmm.....
    [​IMG]
    this one has me thinking.

    I'll reserve my opinion for now.
    websterx01 and melhem19 like this.
  3. tatsujb

    tatsujb Post Master General

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    how come noone posted in this? I still have no idea what I think about it.

    there has to be some sort of middle ground.

    I mean yeah sure "guard" means "be aggressive", "don't let that other unit die", but like I said I don't know what behaviour would be the best. surely some form of the best of both worlds must exist?
    Last edited: August 24, 2014
  4. masterevar

    masterevar Active Member

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    Maybe have some sort of auto-grouping units when giving units a move-command, and if one unit in this group gets triggered, all other units in group will also trigger.
    ArchieBuld likes this.
  5. elodea

    elodea Post Master General

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    Fixing unit formation spacing should do wonders for this issue as well.
  6. brianpurkiss

    brianpurkiss Post Master General

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    Agreed. Especially with bots.

    Formations have come a long way compared to the early days, but still need tweaking.
  7. EdWood

    EdWood Active Member

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    T2 Bombers and T2 arty tanks also move in instead of using their range, no matter what you tell them... Bombers don't react if you target the enemy commander, they move in to polish his nails and get shutdown in the process...similar like the t2 arty, not using their range but try to wrestle with enemy tanks.
  8. tatsujb

    tatsujb Post Master General

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    that's a bug. not really relevant to this.
    you can always go comment on the bug though : D , say that it happens to arty as well :
    http://pa.lennardf1989.com/Tracker/index.php?do=details&action=details.addvote&task_id=3986
    kayonsmit101 likes this.
  9. thetrophysystem

    thetrophysystem Post Master General

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    Definitely a unit needs turned "passive" for a longer period of time. Their stance allows them to guard, but it should not be able to guard if they are in the middle of moving. Or by default be in a return fire stance.

    I usually love guard stance, but only if my unit was idly standing at a perimeter just occupying space anyway, then if enemies come it is doing it's job by going out and defending.
  10. rivii

    rivii Well-Known Member

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    Remove it from default.. its a Kitten pain in the Kitten when playing on smaller sized planets. If I want myunits to guard i should command them to do it. Just like reclaim. My fabbers aren't reclaiming automaticly are they? then why should units auto guard. Shooting when in range.. sure. Auto movement? Hell no, unless being told so.
    knub23 likes this.
  11. CounterFact

    CounterFact Active Member

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    Hold ground (don't move unless ordered)
    Guard (move around a bit, but not to far and returns to position)
    Chase (actively engages en chases enemy units within sight, not returning to their original position)

    For Guard and Chase some sort of 'smart grouping' would be useful to avoid few units splitting off the main group and get outnumbered.

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