Returning to the game and what is still missing

So back again to this game and it still lacks a few of the things that pretty much are essential to an RTS game taking place on the ground. And i have a question to you all here. Has what i will mention below been adressed and discussed before?

Battleformations - Circle around the biggest, strongest or designated unit, Featherformation (bit like a half circle but more open then that. Square, spearhead, Turtle and so on you get the picture.
Stances - (aggressive, passive, defencive, retreating and so on) (especially important for smaller units)
Inteligence warfare - Radar counter, Radar Jammer(jamming is quite noticable by the enemy), Counter Radar Counter, Anti Jammer. I mean Radar is so fundamental in this game not having this little play in there is boggling my mind!
Reverse movement - An army that is retreating starts by pulling back to avoid getting ripped appart then it turns around to run away.
Timed attacks - essentially what this does is that it makes two armies move so that they reach and attack the same target at the same time. Helps avoiding things like air planes or faster armies rushing ahead. In some games you just double click the attack order. AI handles the rest.
Placements - Being able to drag an arrow to tell my army in which direction to look at. Really annoying to have an army face it's rear towards the enemy every time they have engaged something and move back. Since the weaker units are in the rear.

Strategy has many forms the two main ones are.
Planned strategy and Reactive strategy. In strategy you make larger moves using a set of smaller tactics to get a strategical advantage. This game is great but it lacks control over your armies beyond kill, move, disperse and stop.

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Reply #1 Top


Battleformations - Circle around the biggest, strongest or designated unit, Featherformation (bit like a half circle but more open then that. Square, spearhead, Turtle and so on you get the picture.
Stances - (aggressive, passive, defencive, retreating and so on) (especially important for smaller units)

 

So many people have asked about this sort of thing.

 

I am scratching my head as to why stuff like "navy" makes the list when this sort of thing hasn't.

 

It comes up again, and again, and again in various formats.

 

I hope it comes. 

 

Seems more important than some other stuff that is on the radar.

 

Reply #2 Top

Quoting fantstc1, reply 1

So many people have asked about this sort of thing.
I am scratching my head as to why stuff like "navy" makes the list when this sort of thing hasn't.
It comes up again, and again, and again in various formats.
I hope it comes. 
Seems more important than some other stuff that is on the radar.

I suspect the answer is because much of this doesn't fit the game.

Setting different formations would require an excessive amount of work, given that the AI would still have to calculate what to slot where, consider its destination and consider the map layout. Then after all that, it's still going to be left with the choice of pulling artillery in close, or having Medics/Capacitors in odd places. Square (Standard army shape) and Spearhead (What the shape becomes if it logically makes sense to, typically with Dreadnought) both occur naturally in the game, so those don't need to be added.

As for different stances, one of those doesn't make sense for how the game is (There's no stealth in the game, so Passive is worthless - and even once we get Stealth, unless the whole army has stealth, it won't make sense to use). One of those is already in the game (Defensive is how the units currently act). Which leaves Aggressive and Retreat. Which, sure, I wouldn't argue against, but they're far less of a concern than almost everything else on the list for many people. I can't design an entire Naval expansion to the game; I can just tell my units to pursue a fleeing army.