Ok, so "Unit behavior: change engineer prioritization to repair low-hp expensive stuff, quicker at switching from a full dock, etc." did really well in the 6.0 poll, so I'm taking a look at what to do there.
This was the bit from the nominator in the nomination thread:
"
Ever have a stack of docks in a location because you've either run out of build-space in one or because you're micro-managing your build queues to make sure, for example, bombers ALWAYS have 5+ Engineers assigned to them? Your free floating engineers are morons. They'll continue to attempt to support 'full' lines for far too long, they won't switch to a building line (mind, you have to have say 60+ of them to see this, multi-HW) for a full minute on occassion as the queue eventually gets around to them. Add to that when the fleet comes in they repair in one of the strangest selection orders I've ever seen. Oh, that limping 3% hp no engine cruiser? Nah, ignore that, we're gonna do paint touch-ups on the fighter squadron... oh, look, a butterfly... anyone see that smoke? No? Alright, start on the Infiltrators. Couple this with constantly trying to repair a unit that's being shot at while there's, oh, 50 or so NOT being shot at right there, and they can get downright frustrating.
"
So, when autotargeting for repairs, in order of priority:
- don't pick stuff that's not repairable due to recent damage (it already pays attention to that, my guess is that the dissatisfaction is with how long they keep trying if the thing takes damage during the repairs, before retargeting)
- prioritize low-hp-percentage stuff over high-hp-percentage stuff when repairing (say, if target 1 has X% health left, and target 2 has (X/2)% health left, prefer target 2)
- prioritize high-metal/crystal stuff over low-metal/crystal stuff when repairing (say, if target 1 has X m+c, and target 2 has 2*X m+c, prefer target 2)
- prioritize stuff with engine damage in addition to hull damage
And when autotargeting for build-queue-assistance:
- don't pick stuff that can't make progress on its build queue due to hitting ship cap, etc (it already pays attention to that, my guess is that it's taking longer than desired to retarget)
- don't pick stuff that already has so many engineers helping that its hitting the limit of how many ships a single dock can produce per second (is it really piling that many on? or did I just misread the above?)
And do you want repairs to take priority over build-queue-assistance? Or vice versa?
So:
- Is there anything above that should not be done?
- Is there anything that should be done (with engineer priorities) and is not above?
- Do you have saves demonstrating the frustrating engineer behavior so I can test if the changes actually help?
One note: in the past there have been requests for a bunch of controls for setting engineer priorities. I don't mind doing a little of that (like the existing engineers-prefer-non-military toggle) but in general I don't think optional controls are going to adequately deal with a widespread dissatisfaction with the default behavior. Nor do I want the controls to be very complex as I'm already hearing about the recently added per-control-group stuff being too complex, etc.
Thanks for the feedback