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Multitasking is important, and attention is important, but one of the BIG things I like about Zero-K is that it tries to minimize unnecessary use of the attention resource wherever it can be minimized.
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Multitasking is important, and attention is important, but one of the BIG things I like about Zero-K is that it tries to minimize unnecessary use of the attention resource wherever it can be minimized.
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Maneuver returning to a set position seems like one of those things - the engine already supports better unit AI than most RTS games, and "You lot, guard this area, you can dodge but don't go too far, okay?" seems like a very reasonable command to be able to give to a group of units and then, ideally, forget about them when the battle is elsewhere, without having them run into some static defenses and die.
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Maneuver returning to a set position seems like one of those things - the engine already supports better unit AI than most RTS games, and "You lot, guard this area, you can dodge but don't go too far, okay?" seems like a very reasonable command to be able to give to a group of units and then, ideally, forget about them when the battle is elsewhere, without having them run into some static defenses and die.
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5 |
Having your units do something stupid and run off and die, OR stand still and be unable to dodge despite being quick, and choosing which of these bad things I prefer is not a fun problem for me.
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5 |
I like this idea, I want this idea, I think it's the way stationkeeping and maneuver returning -should- work, and should HAVE worked, in all RTSes since the idea of maneuver stances were invented. That it doesn't already is sadness, and if it can be done, I would love it to be done.
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7 |
I like this idea, I want this idea, I think it's the way stationkeeping and maneuver returning -should- work, and should HAVE worked, in all RTSes since the idea of maneuver stances were invented. That it doesn't already is sadness, and if it can be done, I would love it to be done.
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