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Or, y'know, maybe the design rules of this game are just full of illogical nonsense.
If an Orca can fire at a ground unit that is directly beneath it, then why can I not move an Orca on top of a, say, MLRS and fire at it?
This design rule "Two units cannot be in the same hex field at the same time, but hey, if at least one of them is moving then they suddenly can be!" is really just blatant nonsense.
The design rule is "The first unit stops in a hex controls that hex, no other unit can stop in that hex until it leaves"
If units can overlap when stand it just makes pad capturing more nonsense.
- EinarThePillager7 years agoSeasoned Ace
@xrmiao4 wrote:The design rule is "The first unit stops in a hex controls that hex, no other unit can stop in that hex until it leaves"
If units can overlap when stand it just makes pad capturing more nonsense.
The only unit that can overlap are air units and ground units. Only one of each is possible. This would allow you to place a heal drone on top of a juggernaut and heal your sandstorm that's trying to prevent a titan from attacking the juggernaut. Air can still block air, and ground can still block ground. It makes no sense that a rhino would move away from a venom when it could have stopped on the same tile then attacked it. I'm sure the machine gun of the rhino can point directly upwards.
- 7 years ago@EinarThePillager Yeah, good luck selecting the right unit from 2 on the same tile.
Just because it could be done, doesn't mean it's sound design.
Also, the overlapping would just be a mess to look at and just confuse the player.
So no, this is a hard core design choice that won't be changed just because of logic.- EinarThePillager7 years agoSeasoned Ace
@KroozaNob wrote:
@EinarThePillagerYeah, good luck selecting the right unit from 2 on the same tile.
Just because it could be done, doesn't mean it's sound design.
Also, the overlapping would just be a mess to look at and just confuse the player.
So no, this is a hard core design choice that won't be changed just because of logic.Maybe we should have a default to which unit is selected when clicking on two units on the same tile. The default is ground unit, but in the options menu, you could choose with unit to select first. It would be either air or ground. Some units can stack cause they move in a similar speed, I would suggest making a priority list that defines which unit is selected if you have multiple units moving along a set path.
Lets say in the list, you have the zone trooper, predator tank and MG squad set as the highest. The MG squad goes first, then the zone trooper and the predator. If all 3 are moving on the same path, when you try to select them, the MG squad gets selected. If the MG squad is not present, the zone trooper gets selected and so on.
- 7 years ago
Can't stay on top and must keep moving. If you don't keep your drone moving it will immediately slide to an empty hex and stop the overlapping behavior.
@EinarThePillager wrote:
@xrmiao4 wrote:The design rule is "The first unit stops in a hex controls that hex, no other unit can stop in that hex until it leaves"
If units can overlap when stand it just makes pad capturing more nonsense.
The only unit that can overlap are air units and ground units. Only one of each is possible. This would allow you to place a heal drone on top of a juggernaut and heal your sandstorm that's trying to prevent a titan from attacking the juggernaut. Air can still block air, and ground can still block ground. It makes no sense that a rhino would move away from a venom when it could have stopped on the same tile then attacked it. I'm sure the machine gun of the rhino can point directly upwards.
And then is a third type movement called JJT, they can move on top of land unit and go underneath air unit.
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