Anyone who's played a few matches has encountered this. Where you tell your commander to build something that is right next to the Comm, but when he turns to build, he then takes a few steps, so now he's too close, so now he continues walking to the other side of the structure and then makes another big wide turn and finally starts building. There was no reason for the commander to walk at all. All he needed to do is rotate the torso and start building. This is REALLY annoying, especially during the opening build.
I encountered this problem too, especially with extractors... it looks like it could build structure from only one side of it.
I watched a stream from one of the devs today and he had the same issue and said that it was annoying..so it will be fixed, I guess (someone post that picture...)
Yeah, I've been keeping my initial commander queues short so I can requeue as needed. Hopefully this gets sorted.
Yeah workers need to be more intelligent about this in general. They often walk around a bit even though they are already in range to build. Sometimes they end up in very bad places that way.
This happens with fab bots as well. I have seen fab bots walk around a whole building before it starts to assist it.(Making Factories manufacture units faster and build a building faster.)Tad bit annoying.
Oy. Very annoying. Especially when you have a long build queue afterwards. So the options are wait for the robot to walk to the complete other side of the building, or re-place the building and re-set up the entire build queue.
Commander should also be able to push engineers out of his way. Its also sometimes annoying when your Commander is building with engineers but suddenly you need it for sth else.
That implies that pathfinding flowfield doesn't work correctly. Units should be walking around obstacles like that.
Because that results in Doxen hanging on walls. Like they frequently do. What happens when an unstoppable force comes up against an unmovable object?
Exactly. So the objects In the physics simulat are immovable and the forces are stoppable. We already have a system where the commander pushes units aside. What happens is that he doesn't push with enough force. It would be better if there was some repulsion going on. Ala the supcom Flowfields
Actually I would prefer if most objects are movable except if they are rooted in the ground. I'm not sure what you mean by repulsion here. SupCom 1 didn't have flowfields but SupCom 2 did. If you mean that instead of pushing the units aside, that the units should move out of the way of the Commander then I agree with you. I actually quite dislike how easily units push eachother in SupCom 2. It makes them seem like they are floating on the ground and have no weight. I would much prefer if units can't easily push other units unless they are much heavier then the unit that are being pushed although handling this well in the pathfinding is much harder.
To be honest, I just don't think that units should ever collide. Err... think about a concert. Consider travelling through the moshpit. That's not the most efficient way of pathfinding. Sure, it works, but it works because there's no system at all, and it's pretty heavily inefficient. You walk into the mosh pit, you push the crowd, the crowd pushes back. The best way of travelling through the mosh-pit (or a dense crowd) is never to push at all, but simply to work out the ebb and flow of the currents and follow them. Now consider a few thousand people leaving the concert. IF you're going against the tide, you're kind of stuffed. Sure, you're a massive and really strong dude. But there are a couple of thousand people who all have 1% of your strength pushing together against you. What would be much better is a more efficient way of pathfinding then effectively "moshpitting" units. Hence, no pushing. As units approach one another they repel one another. That's what I'm talking about. If you come up against an arbitrarily large number of objects all pushing against you at the same time, they are effectively immobile compared to you. In PA, they seem to push against you with the same force you used to push them, and you get a nice little demonstration of Newton's 3rd. Which is cute, if you're a physics nerd, you notice and you think it's cool. But most of the time, those 3 conditions aren't true, it's just bloody annoying. Course, I'm not a software engineer. But I do think that Moses and the Red Sea is a better way of handling pathfinding than Mosh-pitting. In other news, tonight I learned that mosh pits weren't just a dense group of people, it was an actual dance style. This explains all my problems with town.
I really don't like the Moses and the Red Sea analogy. When Moses splits the water, as seen in most re-imaginations, the water splits aside and grows on height as if they were controlled by magic. I don't want the units ingame to just magically move aside like seen in SupCom 2. Depending on the angle of the force applied to pushing a tank and the surface it stands on, a tank is more likely be toppled over if the grip is really good or if if it digs in into the ground. Pushing a tank sideways requires an immense force as the friction is huge. Have a look at this collision avoidance with this collision avoidance algorithm: While it would seem quite good for an RTS I am actually quite sceptical that it would look good in PA. It is a collision avoidance algorithm so if used, I don't think any forces would be exchanged when units would seemingly collide. Also in the video, you can see people drifting sideways which is also a something that would make units and tanks seem like they are floating around and are quite light. Intriguing.