Opened 9 years ago

Closed 9 years ago

Last modified 9 years ago

#3195 closed defect (wontfix)

[PATCH] Nomad - Set initial units to passive to prevent unwanted kills before CC is up

Reported by: elexis Owned by:
Priority: Should Have Milestone:
Component: UI & Simulation Keywords:
Cc: Patch:

Description

On nomad it happens very frequently that a player will be defeated before the game has actually started (CC built). Then the other players usually lose interest in the game and leave it. While those rushes can be desired in some cases, usually we promise each other to not attack each other until every player has built a CC at least.

Unfortunately the unit stance is set to aggressive by default. This means if you scout the map, a unit becomes idle and happens to see an enemy, it immediately starts to attack the enemy. Since there are only so few units, the enemy is usually already almost dead and demoralized before you notice that you are attacking him.

The fact that all players are placed randomly and that you need to spread your units over the map (so that you can scout as much of the map as soon as possible), makes it very likely (a) to run into an enemy, (b) that a unit becomes idle and (c) that you kill the unit before you can react.

Also consider that only few players actually get the memo about not killing before a CC is up and that it is necessary to put the units to passive in the beginning. Many games have been ruined by this unintentionally, thats why I appeal to you to commit this patch.

Early rushes will still be possible if the attacker commands his units to attack explicitly.

Setting the unit stance to defensive unfortunately doesn't prevent the auto attack, thats why I set it to passive.

Attachments (1)

t3195_nomad_set_initial_units_to_passive_stance.patch (1.8 KB ) - added by elexis 9 years ago.

Download all attachments as: .zip

Change History (6)

comment:1 by sanderd17, 9 years ago

I think it would be better to set a non-agression time in the gamesetup.

trompetin17 gave the nice suggestion about putting everyone on the same, fixed team on startup, and with a trigger or simulation code, disable the teams when the time has passed.

In the gamesetup, players could choose between different times. And they could opt for a longer time when they play a nomad map.

comment:2 by sanderd17, 9 years ago

Following the IRC discussions: there's a problem with alliances, as allies can see each other walk and build.

This could be solved by finally having a valid neutral state, with the following differences:

  • Allies can't fight each other, and gain other advantages s.a. seeing each other, garrisoning in each others buildings, perhaps building on each others land, or dropping of resources at each others dropsites
  • Neutral players can't fight each other, but also don't see each other, or don't get other advantages
  • Enemy players stay like they are, they can fight.

Currently, the difference between neutral and enemy is way too small. This way would make the difference clearer I guess.

comment:3 by elexis, 9 years ago

Keywords: easy removed
Milestone: Alpha 19Backlog
Resolution: wontfix
Status: newclosed

comment:4 by elexis, 9 years ago

This feature will be fixed using #2749.

comment:5 by leper, 9 years ago

Keywords: patch review removed
Milestone: Backlog
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