question about wait on call

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bostonrpgmania
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Post by bostonrpgmania »

Thanks Larkin
That is really handy!
tritone
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Post by tritone »

Yes, thanks from me as well. My initial squad has been toast for a long time.
Phreddo
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RE:

Post by Phreddo »

How do you advance time?
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tarendelcymir
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RE: RE:

Post by tarendelcymir »

Game time advances itself automatically as soon as you've given commands to all of your titans that aren't currently acting.
We sometimes catch a window
A glimpse of what's beyond
Was it just imagination
Stringing us along?
More things than are dreamed about
Unseen and unexplained
We suspend our disbelief
And we are entertained
Phreddo
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RE: RE:

Post by Phreddo »

so, for the truly obtuse, like me, there are two distinct "types" of orders; Move & Attack. A titan can simultaneously "Move" and "Attack"
For example, when you begin, the default "move" order is "Wait on Call," and the default "attack" order is "wait on unit, new enemy/foe." So, as you are issuing "move" orders, you will not be bothered with "attack" orders.

Now, once you detect a new enemy/foe, the "attack" menu is AUTOMATICALLY called. So, now your jock is asking for 2 specific orders: "move" and "attack." Now, here's where it gets a little cloudy. First, orders are made as soon as you make a selection. If you click on "forward," your jock will then start moving forward. Now, in the case of this "new foe," once you issue a "move" order, you will STILL have to issue an attack order. Again, a bit of confusion here, as you can move and shoot at the same time, you CANNOT scan and shoot at the same time. Therefore, under the heading of "attack," you have various scan, link and targeting options. Therefore, once you detect this new enemy, in the middle of a move, your first "attack" order should be "target (enemy)."

Odds are, your "move" command will take longer than your "attack" command. At the bottom right, there are two icons, one a little arrow, and the other a little "titan" icon that symbolizes the "attack" command/order. Learn to interpret this part of the interface!!!!! Your experience will improve greatly if you do.

Given our current example, you will probably notice something like "Walk forward 2 secs" next to move. Once you order your titan to target ("attack") the enemy, your titan will resume moving, UNTIL a "move" or "attack" order has been completed, whichever happens first.

Now, supposing that you detect the enemy some 3 KM (10 hexes) away. It will take some time to get into combat range. As I prefer to work in close, my overall travel time will give me some time to attempt a scan. Again, since the jock can only walk and chew bubblegum at once, you have to choose between attacking and scanning. For a newb like me, a scan can take upwards around 30 seconds of game time, and probably a few at that.

However, what if you get a good scan, and you still aren't in range? What do you do with that pesky "attack" menu that keeps popping up?

First, I really wish they would have used some type of labeling or coloring scheme to readily tell you that you are in "attack" or "move" mode. Or, just have two separate displays for "move" and "Attack." Lord knows they have enough other information displays already.

I discovered, that when I want to move, I click on the little arrows there. If I am not ready for an attack, when I see the little "attack" menu, I click on the "wait," then "call" commands. That way, I can move into position, and when I'm ready to attack, I hit "A" Otherwise, I have to keep finding some creative "attack" command to appease the almighty "attack" interface.

I hope this helps, as this seems to be the best that I can explain it from a total beginner's perspective.
LarkinVB
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RE: RE:

Post by LarkinVB »

ORIGINAL: Phreddo

First, I really wish they would have used some type of labeling or coloring scheme to readily tell you that you are in "attack" or "move" mode. Or, just have two separate displays for "move" and "Attack." Lord knows they have enough other information displays already.

Isn't the popup window saying "ATTACK/MOVE MODE FOR XYZ" + a complete different set of buttons enough to show which mode is active ?

Ok, then look at the lower right area, showing somethink like this

[MOVE ICON] : Run 14 seconds
[ATTACK] ICON] : <jocks name>

The ATTACK ICON is bright green, the move icon is barely visible.
It does tell you that <jocks name> is in attack mode and that the move (run for this example) is finished in 14 seconds.
Phreddo
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RE: RE:

Post by Phreddo »

so why 2 shades of green? why not red and green? or red and yellow?
All I know is that it took several attempts before I started to grasp the concept. I'm not the only one. I believe William Trotter of PC Gamer described the interface as "user repellant."

I'm getting it now, and I'm sharing how it makes sense to me.

Also, I would not call the attack and move menus "completely different," as they do share some of the same buttons. Again, why not red for attack and green for move? Just thinking out loud.
Thorgrim
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RE: RE:

Post by Thorgrim »

Yellow and blue are already used for some buttons to denote various consequences. Red was used for unavailability in v1.4 (now it's dark green / grayed out).

This is explained in the manual. I guess Trotter should have read it [;)]
Iceman
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