Author Topic: Almost no micro managment?  (Read 3259 times)

Offline Nailer

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Almost no micro managment?
« on: October 28, 2009, 11:08:31 am »
I played my first game yesterday, and couldn't help noticing how I had to baby-sit my units from getting chewed up by enemy long-range fire.

Is there a solution to this? Some retaliation behavior that you can turn on?

Offline x4000

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Re: Almost no micro managment?
« Reply #1 on: October 28, 2009, 11:14:33 am »
If you're refering to sniper fire...

If it's a planet of yours, you can turn on free-roaming defender mode and they'll take care of it for you.  If it's a hostile enemy planet and you are making a beachhead, you can unlock counter-sniper turrets and put those around your protected area.  If it's a hostile enemy planet that you are raiding, then you're just going to be taking hits as you go until you kill them -- you can do the same thing to the AI.

If you're referring to your shorter-range ships getting hit by longer-range enemies...

The best thing to do is keep a good unit mix.  Or, on your planets, again it's free roaming defender mode to the rescue.  On hostile planets, usually the Attack-Move will do a good job there.

Hope that helps!
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Offline Velox

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Re: Almost no micro managment?
« Reply #2 on: October 28, 2009, 11:44:44 am »

     Just out of curiosity, do counter sniper turrets shoot down any sniper rounds passing through their area of effect, or just those targeted on a unit within the area of effect?  Or those that were fired at a unit that was in the area of effect when the round left the turret?  I haven't quite figured it out and as a result usually end up building enough to cover the whole beachead area (which is pretty hurty energy-wise!)

Offline x4000

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Re: Almost no micro managment?
« Reply #3 on: October 28, 2009, 11:45:33 am »
Or those that were fired at a unit that was in the area of effect when the round left the turret?

That one. :)
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Offline Nailer

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Re: Almost no micro managment?
« Reply #4 on: October 28, 2009, 11:49:34 am »
Aha! There is an attack-move! I was looking for that. I should have RTFM.

Thanks for informing me about the free roaming mode. This is exactly what I wanted.

Another little question, it seems that long range ships stop moving as soon as they are inside firing range even though they have been set to match speed with their group.
This makes it easy for my flagship to lag behind and end up not giving any attack bonuses to nearby fighters. I might be misremembering here, as I have only played the game for two hours.

Offline Ktoff

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Re: Almost no micro managment?
« Reply #5 on: October 28, 2009, 11:52:49 am »
There is some kind of fix to this:

Do not attack, but move the whole group near your target. Once everybody is in firing range (check with 'Z') you can still micromanage the targets.

Hope that helps, otherwise i'll leave it to the pros :-)
K'Toff

Offline x4000

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Re: Almost no micro managment?
« Reply #6 on: October 28, 2009, 11:59:28 am »
Aha! There is an attack-move! I was looking for that. I should have RTFM.

Thanks for informing me about the free roaming mode. This is exactly what I wanted.

No problem!  Glad to help. :)

Another little question, it seems that long range ships stop moving as soon as they are inside firing range even though they have been set to match speed with their group.
This makes it easy for my flagship to lag behind and end up not giving any attack bonuses to nearby fighters. I might be misremembering here, as I have only played the game for two hours.

Well, this is an interesting point.  First off, the bonus of the starships to their surrounding ships is something of a bonus feature of them -- their primary function is their own guns, naturally.  Generally speaking, having ships stop at range and fire is a very desirable behavior, because that means that the longer-range ships (which are often either more expensive, more fragile, or both) don't take as much or any damage.

With group-move, it's not really a true group move in the sense of actually trying to keep the group together -- rather, it's really just a speed setting that slows everything down to the slowest speed of the other ships in the group.  So if some ships stop to attack, etc, that will cause them to lag behind.

There are a couple of solutions to this, if you're on the go with a group of ships.  First, if you're not attack-moving or in FRD mode, then ships will always fire without stopping, and there shouldn't be any reason for them to lag behind.  Since you're only newly-acquainted with attack-move, I'm guessing you were perhaps queuing attack targets or something of that nature, which would have a similar effect to attack-move.  Generally speaking, unless you have a reason to concentrate fire on a specific target (such as with command stations and warp gates) or unless you want to set a preferred target type for a group of ships, there's not a solid reason to ever explicitly click enemy ships to target them.  Instead, when on offense I typically do one of the following based on the situation:

-Group-Move into an area near the enemy ships, so that my ships all arrive at the same time and wreak havoc as they know best.
-Group-Attack-Move into an area near the enemy ships, so that my ships all arrive at the same time, but stop at the outside of their firing ranges, thus protecting themselves.
-Attack-Move into an area when I am already at fairly short range, and I want the faster ships to get there first (which happens).

For best results, you can select multiple groups of your ships and move the groups around separately to flank the enemy, or create diversions, or other similar results.  Not all players do that, and I don't do that all the time, but in certain battles where the result is going to be close and I want to save my ships, it can be really helpful.  The L key is really helpful for easily splitting up your group, by the way.

Great question!  I've been meaning to put a topic into the wiki about tactics, and I'll probably base it off of this post.
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Offline Nailer

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Re: Almost no micro managment?
« Reply #7 on: October 28, 2009, 02:15:03 pm »
Heh, thanks for taking the time to answer =)

While we're already in dialog here. There is one tiny thing I think would make navigating from planetary system to system easier.
As it is now you have to ctrl-left click the worm hole to go through it. That means that when you're zoomed out far it's almost impossible to hit it with your mouse-cursor.

What about having a radius around the worm-hole reacting to ctrl-left-clicks and ctrl-right-clicks that is constant in screen-space regardless of zoom.

Offline x4000

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Re: Almost no micro managment?
« Reply #8 on: October 28, 2009, 02:27:05 pm »
Heh, thanks for taking the time to answer =)

While we're already in dialog here. There is one tiny thing I think would make navigating from planetary system to system easier.
As it is now you have to ctrl-left click the worm hole to go through it. That means that when you're zoomed out far it's almost impossible to hit it with your mouse-cursor.

What about having a radius around the worm-hole reacting to ctrl-left-clicks and ctrl-right-clicks that is constant in screen-space regardless of zoom.

That's a great idea, that actually bugs me, too, now that I think of it.  I've added that to my quick-tweak list:  http://arcengames.com/forums/index.php/topic,1983.0.html  Thanks!
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Offline Nailer

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Re: Almost no micro managment?
« Reply #9 on: October 28, 2009, 02:29:16 pm »
Just remember to stop keeping the wormhole-size constant when the zoomed-in size of the wormhole is bigger than the constant one ;)

Offline x4000

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Re: Almost no micro managment?
« Reply #10 on: October 28, 2009, 02:31:06 pm »
Just remember to stop keeping the wormhole-size constant when the zoomed-in size of the wormhole is bigger than the constant one ;)

Of course.  This is something that is already in place for mobile ships, it's just not something working for wormholes -- so the mechanism, or at least the pattern, is already in place for this sort of thing.
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Offline Velox

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Re: Almost no micro managment?
« Reply #11 on: October 28, 2009, 02:47:29 pm »

     Oh, that reminds me of something I've noticed too.  I find myself ordering ships to attack enemy vessels that are in the process of warping in/out when I'm trying to order them through the wormhole instead.  Could ships preferentially interpret ctrl-right-click as a wormhole order when the target is over a wormhole (or for that matter, always?  I'm not sure that ctrl-right-click actually means anything special to ships normally, now that I think of it.)

Offline x4000

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Re: Almost no micro managment?
« Reply #12 on: October 28, 2009, 02:48:58 pm »

     Oh, that reminds me of something I've noticed too.  I find myself ordering ships to attack enemy vessels that are in the process of warping in/out when I'm trying to order them through the wormhole instead.  Could ships preferentially interpret ctrl-right-click as a wormhole order when the target is over a wormhole (or for that matter, always?  I'm not sure that ctrl-right-click actually means anything special to ships normally, now that I think of it.)


Also added to the quick tweaks list:  http://arcengames.com/forums/index.php/topic,1984.0.html
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Offline Nailer

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Re: Almost no micro managment?
« Reply #13 on: October 28, 2009, 05:57:56 pm »
As a closing note, something you've probably already thought of: A colored ring popping up around the wormhole when your mouse cursor is hovering over it would be helpful.


Offline x4000

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Re: Almost no micro managment?
« Reply #14 on: October 28, 2009, 07:35:52 pm »
As a closing note, something you've probably already thought of: A colored ring popping up around the wormhole when your mouse cursor is hovering over it would be helpful.



It does show some text when you hover over it, explaining the ctrl-click, for much the same reason.
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