Sugestion: Moveable Patrol area markers/Patrol areas not tied to units

Discussion in 'Planetary Annihilation General Discussion' started by zgrssd, September 5, 2014.

  1. zgrssd

    zgrssd Active Member

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    Currently if we want all our existing aircraft and all aircraft that our facotiers are producing to patrol an area we have to:
    Select all our factories. Give them the new patrol area to cover.
    Select all existing airplanes, give them the new patrol area to cover.

    Both are rather easy via Ctrl+Z, but I think they could be made even easier. Also there is currently no way to know how many units of what type are patroling an area.
    So here is my idea for Patrol areas/queues that are not bound to a unit/factories output:

    In addition to the current way we can order patrols, we can set a "patrol area".
    The marker is set by hitting P (patrol command shortcut) while no unit is selected and can be area's or patrol queues as with normal patrol commands.
    Units and factory output can be assigned to go for that marker and follow the patrol orders, the same way you can order one builder to help another builder.
    Upon selecting the centerpoint/any of the queues points you see exactly how many units are currently assigned to this route/area (so you can easily replenish X lost Interceptors in the northern Antiair patrol Zone).
    The center point of the area order is moveable and resizeable. Each step for a patrol queue is moveable. On doing all existing units will automatically switch to the new patrol area and all factories will send thier units to the new location.

    Advantages:
    It would be easier to move the area being patroled by "all current and future units" around or expand/shrink it based on developments. Instead of having to select multiple unit types and factories, it would just be selecting the center point, clicking on the new centerpoint.
    If it is a chained set of patrol orders, it would be possible to move each stop around, so again you can easily adapt the patroled area.
    For non-air/orbit units, it could be cheaper pathfinding wise. The game only has to keep one set of pathfinding data around that all assigned units can share.
    It would open up the way/could be part of a larger change in how commands can be handeled:
    Buildqueues that are no longer bound to a specific engineer group (so loosing them does not loose you the entire setup).
    Setting up transport chains before the first transporter is done and that more transporters can be added too over time (just like you can do it in Supreme Commander with air transports; the "transport queue" is not bound to any transporter but instead global/using markers isntead of units).

    Any thoughts? Any good names for this idea? Any obvious problems?

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