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Archives (read only) => Glest Advanced Engine => Feature requests => Topic started by: Omega on 11 December 2010, 06:31:55

Title: Attacking a Position
Post by: Omega on 11 December 2010, 06:31:55
Feature Request: tag to allow an attack to attack a position, not an actual unit. While useless for melee, it would be highly useful for long range splash attacks, particularily Military's nuke, which is difficult to use since you must first send a scout to the enemy base so you can target the base (unless Fog of War is off). This would mean you could use said attacks easier, and could strategically "time" your attack so it will hit an area when an enemy is passing through, etc;

The concept is simple: The attack command works the same as any other, but instead of clicking a unit to attack, you click an area on the map, which the unit will unleash its attack upon. Damage would be dealt on impact, so if a unit moves into that area, they can be damaged, while if they move away, they can escape the damage.

Pros: Easier to use long range attacks, improved gameplay
Cons: You tell me ;)
Title: Re: Attacking a Position
Post by: -Archmage- on 11 December 2010, 06:41:39
Cons: Just think about all the problems you would have when you told a group of Archers to attack a generic area, they'd start shooting the ground, that's definitely NOT what I want them to do. :|
Title: Re: Attacking a Position
Post by: Zoythrus on 11 December 2010, 06:47:09
then maybe the command should be "attack ground"!

something that you could specifically give certain units.
Title: Re: Attacking a Position
Post by: Omega on 11 December 2010, 10:09:24
Cons: Just think about all the problems you would have when you told a group of Archers to attack a generic area, they'd start shooting the ground, that's definitely NOT what I want them to do. :|
It's not meant for archers... That's why I said to have an XML tag to let you do this. We'd assume only attacks the modder feels are suitable for "ground attacks" can actually be done so. For example, Military's nuke would benefit from it, as would other large area splash attacks. Of course, we'd assume there might be a problem with whether the attack should hit the ground or if the unit should move to that area to attack... Since I only had the nuke in mind (which doesn't move), that may be a con.
Title: Re: Attacking a Position
Post by: wyvern on 11 December 2010, 18:35:36
I think this is a great idea, I made a model of a rocket launcher for the tech but it would be useless if you actually can't use it to fire at a certain area :thumbdown:, I hope this will be implemented :thumbup: :thumbup:
Title: Re: Attacking a Position
Post by: silnarm on 12 December 2010, 06:58:35
I had also considered an 'attack-ground' command as a possible counter to cloaked units if you lack detectors.

... and anyway, how could I possibly deny Omega his nukes!

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