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Waypoints and Planning Mode


7 replies to this topic

#1 ScrooLewse

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Posted 12 June 2011 - 08:59 PM

I'm absolutely sure someone else has proposed this idea by now, but I think I'll put it-in anyway.

The ability to give waypoints for your soldiers. While in waypoint mode, new commands are stacked on top of old ones instead of scrapping the previous order. Of course, if a non-waypoint order is given to soldiers on waypoints, all waypoints are scrapped. Planning mode is similar to waypoints, but while in planning mode, soldiers don't execute your commands until you leave planning mode. This allows you to stage bigger and more complex attacks while being able to watch something else entirely.

Notes for waypoint mode:
  • Soldiers will treat waypoints like normal commands, so if you also make a waypoint an attack-move, then soldiers will treat it as if you've simply given an attack-move order until they reach the waypoint issued.
  • If a the last waypoint given feeds-into a previous waypoint, then units will patrol the area. If the last waypoint was an attack-move, then the entire patrol will be in attack-move format.
  • Giving an impossible waypoint (a wall, an inaccessible platform) will be ignored.


#2 rickinator9

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Posted 13 June 2011 - 04:07 AM

View PostScrooLewse, on 12 June 2011 - 08:59 PM, said:

I'm absolutely sure someone else has proposed this idea by now, but I think I'll put it-in anyway.

The ability to give waypoints for your soldiers. While in waypoint mode, new commands are stacked on top of old ones instead of scrapping the previous order. Of course, if a non-waypoint order is given to soldiers on waypoints, all waypoints are scrapped. Planning mode is similar to waypoints, but while in planning mode, soldiers don't execute your commands until you leave planning mode. This allows you to stage bigger and more complex attacks while being able to watch something else entirely.

Notes for waypoint mode:
  • Soldiers will treat waypoints like normal commands, so if you also make a waypoint an attack-move, then soldiers will treat it as if you've simply given an attack-move order until they reach the waypoint issued.
  • If a the last waypoint given feeds-into a previous waypoint, then units will patrol the area. If the last waypoint was an attack-move, then the entire patrol will be in attack-move format.
  • Giving an impossible waypoint (a wall, an inaccessible platform) will be ignored.

Sounds good. I think holding shift would be a good waypoint mode button. Sadly this won't really get read by AndY for some time as he's sick(or so I heard from the medic).

#3 ScrooLewse

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Posted 13 June 2011 - 02:17 PM

View Postrickinator9, on 13 June 2011 - 04:07 AM, said:

Sounds good. I think holding shift would be a good waypoint mode button. Sadly this won't really get read by AndY for some time as he's sick(or so I heard from the medic).

Aw, poor AndY. What's he got?

#4 rickinator9

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Posted 13 June 2011 - 02:51 PM

View PostScrooLewse, on 13 June 2011 - 02:17 PM, said:

Aw, poor AndY. What's he got?

Well, Ranma didn't really say that.

#5 AndY

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Posted 14 June 2011 - 08:10 AM

I read everything, even when I'm dying.

Waypoints are an obvious addition to this kind of game, so yes, it's a good idea.

#6 Ranma

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Posted 14 June 2011 - 12:55 PM

*That*, my friends, Is dedication.

#7 ScrooLewse

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Posted 14 June 2011 - 01:19 PM

View PostAndY, on 14 June 2011 - 08:10 AM, said:

I read everything, even when I'm dying.

Waypoints are an obvious addition to this kind of game, so yes, it's a good idea.

^Best dev I've ever met.

#8 rickinator9

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Posted 19 June 2011 - 02:30 PM

View PostAndY, on 14 June 2011 - 08:10 AM, said:

I read everything, even when I'm dying.

Waypoints are an obvious addition to this kind of game, so yes, it's a good idea.

Dying? Are you joking?


Better hope you are!





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