View Issue Details

IDProjectCategoryLast Update
0003068AI War 1 / ClassicSuggestion - Interface Ideas - Unit Selection, Management, and OrdersOct 1, 2012 7:49 pm
ReporterFunnyMan Assigned ToChris_McElligottPark  
Status feedbackResolutionreopened 
Product Version5.003 
Fixed in Version5.088 
Summary0003068: "Stay Here" / "Hold Position" order
DescriptionWith certain types of ships, notably Regenerator Golems, it is desirable to keep them in a system and active, but under defenses and out of combat. This can be extremely difficult to manage, because when overlapped by other ships, they will often move right out of the forcefield and sometimes halfway across the system before you look back at them!

In the specific case of Regen Golems, this is worse than usual, as the ships they regenerate spawn directly on top of them, causing the golem to move out of protection mid-combat--precisely the worst time for that to happen!

This forces the player into repeatedly moving the ships back into cover every time they attempt to escape (unless, of course, they feel like losing the ships), adding highly-repetitive micromanagement that keeps the player focused *away* from the actual combat.

To counter this, I suggest a "Stay Here" or "Hold Position" order. A ship with such an order will attempt to not move from that position, and to stay nearby and return as soon as possible if it is dislodged. If two ships with such an order overlap, they behave normally, but if a ship without the order overlaps one with it, the ship without the order will move.
TagsNo tags attached.
Internal WeightNew

Relationships

related to 0001843 resolvedChris_McElligottPark Key binding to override global auto-FRD 

Activities

Draco18s

Mar 21, 2011 5:20 pm

developer   ~0011197

I would additionally ask that such ships be considered "non military" to the unit selection box, as to make a selection of units WITHOUT auto-grabbing the "hold position" units. If I really want them, I can go back and select them afterwards.

FunnyMan

Mar 22, 2011 3:44 pm

reporter   ~0011222

I agree with that addition. The intent of the order is to keep the unit(s) stationary until specifically moved, so not selecting them in ambiguous situations is a good idea.

HTL2001

Mar 23, 2011 5:03 am

reporter   ~0011323

Draco18s' suggested addition should probably be made a checkbox in ctrls ("Hold-position marks units as non-military")

keith.lamothe

Oct 1, 2012 9:48 am

administrator   ~0028545

Not exactly what was in mind here but I think it deals with the issue in a way that was manageable for the game model.

For 5.088:

* Added a "Control-Group-Specific" tab to the CTRLS window, similar to the "Planet-Specific" tab:
** Instead of selecting a planet on this tab, you select one of your 10 control groups from a dropdown.
** Currently the tab has:
*** Auto-FRD Military
**** When this is set to "On", all your military units in this control group will be set to Free-Roaming Defender. Note: certain ship types (like fortresses that multi-repair, and zenith siege engines) never auto-FRD.
**** When this is set to "Default", the global Auto-FRD toggle will govern.
**** When this is "Off", this behavior will not happen for ships in this control group even if the global Auto-FRD toggle is on.
**** If a ship is in multiple control groups with conflicting settings for this, the priority order is as follows: Off, On, Default.
*** Auto-FRD Engineers
**** When this is set to "On", all your engineer/rebuilder units in this control group will be set to Free-Roaming Defender.
**** When this is set to "Default", the global Auto-FRD toggle will govern.
**** When this is "Off", this behavior will not happen for ships in this control group even if the global Auto-FRD toggle is on.
**** If a ship is in multiple control groups with conflicting settings for this, the priority order is as follows: Off, On, Default.

Thanks :)

FunnyMan

Oct 1, 2012 6:43 pm

reporter   ~0028552

While I certainly agree that that is a good feature (and one that solves 0001843), it's not really relevant to this issue. The problem here is not FRD but rather ship displacement, which happens under any set of orders. What's needed is a way to increase the priority of the specified ship(s) so that other ships will move off of them rather than vice versa. Essentially, the ships would act like structures while it's in effect, occupying space but not moving.

You mentioned fortresses, which I think already have this behaviour, so that they don't easily reset the repair timer. But it's useful for other ships as well, e.g. to keep them under a force field.

Draco18s

Oct 1, 2012 7:09 pm

developer   ~0028553

Yeah, I too don't think that that change actually addresses [i]this[/i] issue.

HTL2001

Oct 1, 2012 7:49 pm

reporter   ~0028554

I think I've seen fortresses do this as well (forget the circumstances, but it was rare)

Issue History

Date Modified Username Field Change
Mar 18, 2011 5:31 pm FunnyMan New Issue
Mar 21, 2011 5:20 pm Draco18s Note Added: 0011197
Mar 22, 2011 3:44 pm FunnyMan Note Added: 0011222
Mar 22, 2011 9:43 pm FunnyMan Relationship added related to 0001843
Mar 22, 2011 11:47 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Mar 22, 2011 11:47 pm Chris_McElligottPark Status new => considering
Mar 23, 2011 5:03 am HTL2001 Note Added: 0011323
Oct 1, 2012 9:48 am keith.lamothe Internal Weight => New
Oct 1, 2012 9:48 am keith.lamothe Note Added: 0028545
Oct 1, 2012 9:48 am keith.lamothe Status considering => resolved
Oct 1, 2012 9:48 am keith.lamothe Fixed in Version => 5.088
Oct 1, 2012 9:48 am keith.lamothe Resolution open => fixed
Oct 1, 2012 6:43 pm FunnyMan Note Added: 0028552
Oct 1, 2012 6:43 pm FunnyMan Status resolved => feedback
Oct 1, 2012 6:43 pm FunnyMan Resolution fixed => reopened
Oct 1, 2012 7:09 pm Draco18s Note Added: 0028553
Oct 1, 2012 7:49 pm HTL2001 Note Added: 0028554