Suggestion: On-Call posture for reserves
Posted: Sun Oct 29, 2023 1:05 pm
I'm making this suggestion based off my current understanding of how Order Delay works, but I could very well be wrong about the mechanics, in which case please do correct me!
My understanding is that units have a randomised Order delay, and that asking units to change what they are doing (eg, asking a stationary unit to move) increases that delay. The problem here is if the player wants to maintain a reserve with the explicit intention of using them to exploit a breach or to plug a gap: if I understand the order delay mechanic, the way to keep them 'ready to go' is to keep them on constant move orders, but setting the delays between movements to the maximum so it doesn't expire before the next command delay.
This also leads to a counter-intuitive situation that the one situation where units DON'T experience an order delay is if you take a unit in motion, and drag their Movement waypoint (even to the other end of the map) and they will immediately halt and switch direction mid-movement. Changing the direction of a moving unit and issuing entirely new objectives seems a much more complex maneuver than giving a unit a movement order from a dead stop.
I'm wondering if there are two possible changes that might address this:
1) An 'On-Call' posture for non-artillery units that leaves them in a more exposed posture but ready to depart with a smaller order delay.
and
2) An order delay where a unit will halt in place if you drag and drop a movement waypoint while it is pathing, so you no longer have instantly-responsive assault columns (there would probably need to be a confirmation prompt to avoid this happening by accident).
Also wanted to say thanks to the dev team for all your hard work: I'm eagerly waiting for the next DLC
My understanding is that units have a randomised Order delay, and that asking units to change what they are doing (eg, asking a stationary unit to move) increases that delay. The problem here is if the player wants to maintain a reserve with the explicit intention of using them to exploit a breach or to plug a gap: if I understand the order delay mechanic, the way to keep them 'ready to go' is to keep them on constant move orders, but setting the delays between movements to the maximum so it doesn't expire before the next command delay.
This also leads to a counter-intuitive situation that the one situation where units DON'T experience an order delay is if you take a unit in motion, and drag their Movement waypoint (even to the other end of the map) and they will immediately halt and switch direction mid-movement. Changing the direction of a moving unit and issuing entirely new objectives seems a much more complex maneuver than giving a unit a movement order from a dead stop.
I'm wondering if there are two possible changes that might address this:
1) An 'On-Call' posture for non-artillery units that leaves them in a more exposed posture but ready to depart with a smaller order delay.
and
2) An order delay where a unit will halt in place if you drag and drop a movement waypoint while it is pathing, so you no longer have instantly-responsive assault columns (there would probably need to be a confirmation prompt to avoid this happening by accident).
Also wanted to say thanks to the dev team for all your hard work: I'm eagerly waiting for the next DLC