Waypoint rearrangement doesnt cost command staff - feels wrong

Please post your wish lists for future updates and releases here.

Moderator: MOD_Flashpoint

Post Reply
MaxDamage
Posts: 96
Joined: Sat Jan 03, 2015 6:19 am

Waypoint rearrangement doesnt cost command staff - feels wrong

Post by MaxDamage »

Ok so now if you do an order with the waypoints you can change them for absolutely free every turn, no command cost for that. That feels like cheating in the current command system. Basically rearranging waypoints is close to giving new orders each turn.
User avatar
CapnDarwin
Posts: 9272
Joined: Sat Feb 12, 2005 3:34 pm
Location: Newark, OH
Contact:

RE: Waypoint rearrangement doesnt cost command staff - feels wrong

Post by CapnDarwin »

That has been discussed in other threads and we are looking at some different option for 2.1 that might deal wit that better. In some cases small changes in location would be at the discretion of the local commander and really have a small to negligible impact on delays and timing. We may be able to tie that in with the command range scheme we want for 2.1 and depending on the scope of the waypoint change we can add the correct delays and impacts.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC
MaxDamage
Posts: 96
Joined: Sat Jan 03, 2015 6:19 am

RE: Waypoint rearrangement doesnt cost command staff - feels wrong

Post by MaxDamage »

This is really a big issue, pretty much breaks the order system and the whole point of order limits in this game.

Maybe small waypoint adjustments shouldnt cost anything (+-1 hex), but you only can adjust waypoints for free by +-1 hex ONCE per order issued. Lets call it commander initiative.

But if at least 1 waypoint is altered by 2 or more hexes or you alter waypoints by +-1 hex more then once for that move order(for example, in two diffirent command cycles), you lose command staff point and the movement order delay for the unit is reset as if you gave a new order. This will need a popup prompt displayed. The unit stops and receives new orders with the corresponding delay. Ofc it should be accounted that the unit was moving and it doesnt need to prepare for movement again.

Hope this gets fixed as soon as possible.
User avatar
CapnDarwin
Posts: 9272
Joined: Sat Feb 12, 2005 3:34 pm
Location: Newark, OH
Contact:

RE: Waypoint rearrangement doesnt cost command staff - feels wrong

Post by CapnDarwin »

MaxDamage, If we make some form of change it will be in the 2.1 game engine along with any other tweaks/additions to the command and control. One thing to consider here is that changes in a final location are part of most orders given. If you have planned well, you will have a number of courses of action and a number of defined triggers that adjust the plan as you go. For now that enough to cover a waypoint move. As I stated before there will need to be a better way in the form of a delay and/or order cost for making adjustments beyond a command range reach (1000-2000m radius). The issue is on our radar for 2.1.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC
Post Reply

Return to “Requested Features and Ideas”