Programmable Units or Turrets

Discussion in 'Backers Lounge (Read-only)' started by gauis36, May 28, 2013.

  1. gauis36

    gauis36 New Member

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    One thing I have noticed in many rts games is that unless a human in controlling units or turrets that they only behave in a limited numbers of ways. Mainly attack, defend and hold.

    I would like to see a small number of choices in how my tanks or turrets behave in combat.
    For example, being able to tell them to...

    Attack the most damaged enemy unit.
    Work together to attack the same unit.
    Run away if heavily damaged.
    Attempt an attack with a single volley and retreat.
    Alert when attacked.
    Follow an enemy retreating enemy without engaging.

    This idea is simply put, to allow a small amount of user control over how units behave.
  2. zaphodx

    zaphodx Post Master General

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  3. gauis36

    gauis36 New Member

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    Ha ha yes It most likely is... we use different words to describe the same thing so that explains why I did not find it searching. Thank you.
  4. Sylenall

    Sylenall Member

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    It'd be cool to be able to automate an entire invasion.

    Order factories to rally units to a specific location, order transports to pick those units up and drop them off at a specific point(then return for the next load, rinse and repeat), then set those units to attack move into a location as soon as they've been dropped off.

    All done with order queuing before the first transport has landed. I'd like to see stuff like this.
  5. veta

    veta Active Member

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    I'm expecting this to be possible too, albeit not useful in most games.
  6. Sylenall

    Sylenall Member

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    I dunno, during large scale games setting up a fire-and-forget invasion taskforce to wipe-out some lightly guarded econ/industry planet could be pretty effective, especially if they are concentrating on some distant front-line planet.

    Though I'm still fuzzy on what interplanetary transport is gonna look like for non-commander units.

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