#Selection rectangle for orders shoul be context based

22 messages · Page 1 of 1 (latest)

marble trail
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Please if an attack order is issued through the selection rectangle, and there are friendly and foe units in the selection, instead cancel the order it shold be aplied to the foe units, ignoring the friendly ones. If the order is guard, repair... the order should be applied over the friendly units, ignoring the foe ones, the order never should be cancelled.

Thank you.

subtle bolt
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that's definitely the intention, let me check with QA and the dev team to see if that can be addressed

vagrant scaffold
marble trail
vagrant scaffold
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Ah, interesting...I almost never use the orders menu, only hotkeys. This may explain why I don't seem to notice it.

vagrant scaffold
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I tested this in some games today, didn't seem to be able to replicate this. However, I will add that if you are bandboxing and your cursor is over a UI element when releasing your mouse press, it will activate that UI element. (Examples: Bandbox attacking, but with cursor ending over the sensors manager toggle results in no attacking, and instead going into sensor manager). Will have to do more specific testing, but I think if, for example, you bandbox attack something, but your cursor ends floating over a friendly unit, it'll interfere with the command

marble trail
coarse slate
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It would be cool if units attack multiple targets when bandboxing to attack multiple targets 🥲

marble trail
vagrant scaffold
marble trail
subtle bolt
subtle bolt
vagrant scaffold
subtle bolt
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Potentially, yeah

sour stag
subtle bolt
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The bug that Khaleg reported is not fixed, we'll be prioritizing it against the rest of the work.
The bug is that the behavior of the bandbox selection when using ctrl+bandbox for attacking versus clicking the HUD attack button then bandbox wasn't the same.

The bug that Rithrin mentioned is different. He mentions that when using bandbox, if you declick your bandbox while your mouse cursor is on top of a UI element, the game will click that UI element instead of finishing the bandbox selection/attack process.
That bug cannot be reproduced on our side, i'm looking in our bug database, but it seems it was already flagged by our testers and fixed in the past few weeks. So the fix should propagate to the live version the next patch we deploy

sour stag
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Thanks for the detailed info! 🙌

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(Now please have a look into the resource system 😬. So easy to get rich quickly in HW3)

subtle bolt
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||we may be looking at something about that|| 🤫

coarse slate
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Get resource rich quickly in HW3 is more a balance issue

sour stag
# subtle bolt ||we may be looking at something about that|| 🤫

That’s great news. I agree with how this person suggested it’s fixed:

https://www.reddit.com/r/homeworld/s/9pfrZX77UO

Text:

How to fix Skirmish

The game has nice fundation, but the are some problems with skirmish.

Right now the main problem is that you have so much money that , in combination with the fact each unit has his ownproduction​ queue, make you just spam all unit types all the time, basically destroying the macro level of the game. Also you just insta spam resource controllers and cap very fast to 8. There is no decision in which spending your money because you can do all.

In order to fix this there are various paths possible:

  • straight reduce by 50% the harvesting rate and capacity of all harvesters
  • make you start with 0 resource controllers
  • increase (double) cost and production time of new resource controllers
  • reduce max number of resource controller to 4-6
  • reduce number of resource points in the map

Also map needs to be bigger in order to make the game more strategic and we need hp research for other ship classes other than fighters.