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27 Replies
- 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.
@EinarThePillagerAaaand you just made an overcomplicated system that would just make it awkward to use and unresponsive in tight scenarios.
The way it currently works is meant to stay. Making 2 units occupy the same tile would be both op on chokepoint maps and exceedingly complicated to use.Also also, it would be terrible for the opponent to target the right unit, making it a completed busted exploitive mechanic.
So double no with this suggestion.
The only way I see 2 entities able to occupy the same tile is if they implemented buildings for infantry units to garrison.
And that's it.
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.
How about just no?
@KroozaNob wrote:Also also, it would be terrible for the opponent to target the right unit, making it a completed busted exploitive mechanic.
No it would not, since you obviously don't target your own unit to be firing at.
@incia wrote:How about just no?
No to illogical design decisions that do not make sense? I'm all for that. Then they would have to change a lot about this game though.
- @Mister_Crac Quick example: the enemy has a missile squad and an orca bomber in the same tile. You want tp use you stank payload on the latter, how do you make your unit select that first?
"Well, it can just automatically target the most suited enemy" But how are you sure the ai knows which is the best target? Removing player agency is terrible on multiple levels.
So again, no. I will reiterate: just because it can be done, doesn't mean it's a wise game design choice.
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