Content/Features We'd Like To See

Hello all!

 

     I'm hoping this thread gets pinned as a nice general discussion of features and content we want to see in this amazingly ambitious game! 

 

         To start, I'd like to name a few things that need improving, in my honest opinion.

 

Unit A.I.:

This is an area that I'm sure will get a lot of TLC in the future, but I'd like to note a few things that I'd like to see improved and/or changed.

Current feature - Battle Groups: this seems to function as a pretty basic grouping system. It does not prioritize beyond the tech level of the units. It does not strategically place units at optimal distances based on primary function (artillery at the rear, anyone?) or the more sturdy, close range units at the forefront (to arms, men!). It would be nice to see a change to unit behaviour that made use of the extra horsepower being boasted in the game's engine. Having units place themselves at safe or optimal distances, orbiting around enemies that appear to be larger and slower essentially aggroing them into trying to hit them while a barrage of fire rains down on them from the rest of your squad. Basically, I'd like to see my artillery position themselves at a safe distance while my grunts combat the enemy at the frontlines in an efficient and well executed manner.

Current Issue - Basic Behaviour: this seems a bit buggy and ill-structured at the moment. As I stated before, I'm sure it'll get a lot of love in the future. But I'm sure it wouldn't hurt to voice some opinions on this matter. The units could move and react more fluidly to one another. Being more aware of each other's presence is a big deal in games such as this. Aggressive, Defensive and Evasive behaviours are highly desirable behaviour presets, in my book. Units who behave under an aggressive behaviour will fight to the death and do whatever it takes to annihilate the enemy, holding the front lines and chasing enemies down. Defensive units will find and protect weaker, more vulnerable units with their lives (this introduces the idea of a guard action, causing units to guard a player-designated unit to the death). Ensuring they are protected and kept at a safe distance from approaching or flanking enemies. Evasive units (namely artillery and more vulnerable units) will do just as their name implies. Evade at all costs. This unit will prioritize getting some dirt between them and the enemy at any cost. This will be good for keeping artillery safe from flanking enemies, fleeing at site of them getting too close, allowing your more aggressive or defensive units to hold the lines. 

Desired feature - Abushing: this feature is something I've always dreamt of seeing in an RTS that was well implemented and useful. Flanking/Ambushing. Few have been able to properly and effectively implement this feature in a desirable and accessible way. I'm talking units being placed behind foliage, waiting for an opportune moment to strike at the heart of an important resource convoy. (Assuming this were applicable in the future of this particular game). How about some deployable artillery being placed at high ground along a pass waiting for enemies to pass through the Zone of Affliction only to be greeted by great balls of hot plasma? Me likey.

 

Desired Unit - Gunships: this one is going back to SC 1 and 2. Gunships were one of my favorite units in the game. They excell at raining death upon poor, hapless ground infantry in such a way it makes watching the carnage somewhat relaxing and captivating. 

 

I'm sure I'll think of more features and content that I'd like to see implemented in the future. For now, I'll leave it at this and see what the rest of you would like to see in this wonderful addition to the RTS family.

 

Cheers!

 

13,113 views 3 replies
Reply #1 Top

Thanks for the post. I would love to see gunships! At the moment, ambushing could be possible, because of los, but this might be changed, mainly due to the time setting of the game like you mentioned. Basic behavior, should be solved with a solid unit interaction schema for the meta-unit I imagine. 

Reply #2 Top

It would be such a great addition, I truly believe. Ambushing has always made me a little giddy when it comes to RTS games. It's so thrilling in such an odd way. That would be great to see, really. Truly intelligent AI in an RTS is something of a rare occurrence, for some reason. Perhaps not enough studios give enough attention to it. Or, perhaps, they simply don't want to complicate the game. Further still, maybe they just didn't have the tech or manpower to make it happen. I believe with what I've read and seen, this game could make great strides in the field of AI mechanics and fluidity, making them smarter and more independent than ever before.

Reply #3 Top

Agreed, also for the fact that the AI uses more than one cpu core as stated by Frogboy. But we will see what the devs come up with in short run, as hopefully we are all in it for the long haul.