[Suggestion] Tactical Aiming

Here's another suggestion from me (*crowd sighs*) how about we be able to fire tactically.

 

What this means is your fleet attack as normal but if you right click your ships you get 3 options to attack:

 

Hull (Default just shoot at it)

Engines (Less damage to overall health but will slow down or stop ship. Good for getting retreating enemies)

Weapons (Does much less damage but may temporarily knock out a ships wepaons, or one of their weapons in the case of a cap)

 

Think it could work? :)

5,463 views 17 replies
Reply #1 Top

this would be quite nice, but I think it would require a total reworking of the weapons, damage, and rounds path programming.  I'm not sure how hard that would be, as I haven't looked at that.

still, it does seem like a good idea, and would be a good addition to the game.

Reply #2 Top

Won't happen. Was considered in development, and deemed to be too micromanaging-ish. :P

Reply #3 Top

what about having an option to enable it?  as in for your ships, letting ppl decide how much micro they want to do.

Reply #4 Top

Adding features built on toggles that don't work in the game all the time is rarely a good idea.

Reply #5 Top

Mazuo is completely correct, and to elaborate further:

Whenever you make something an "option", you have to do twice the work because you have the make sure both ways function.

Besides, how would you do a toggle for this?

Reply #6 Top

it would just open the menu that allows you to switch from default firing.  if you have played Age of Empires II, it is like the "open advanced commands" button by the minimap

Reply #7 Top

Yeah, and did age of empires 2 advanced commands have "target leg", "target right arm", "target eye" commands that all did different things? :P

Reply #8 Top

not neccesarily, but the concept is the same.  it had formation and attack type commands, tho (as in no attack, hold position, defensive, and aggressive).  all it would do is open the buttons.

Reply #9 Top

and attack type commands, tho (as in no attack, hold position, defensive, and aggressive).
End of quote

Which Sins already has :p

As noted by others, component targeting has been long since ruled out, sorry.

Reply #10 Top

Could potentially be easy to implement if you gave every unit toggled ability entities which gave them a buff reducing weapon damage but giving them a passiveWeaponEffectChance to apply another buff to the target which did the things suggested, slowing movement/disabling weapons, so that's not the problem.

The problem is firstly, that would be insanely time consuming, you'd end up having to make at least 6 extra entity files PER unit, & make sure that each & every one of them was balanced & worked fine. Secondly, they'd use up at least 2 abilities per ship, there just aren't enough abilities available, capital ships already have 4. & the third problem is it would be shockingly difficult to micromanage in a game where micromanagement is supposed to be at a minimum.

But if you want to mod it into your OWN game, feel free XD.

Reply #11 Top

Quoting Orodum, reply 8
not neccesarily, but the concept is the same.  it had formation and attack type commands, tho (as in no attack, hold position, defensive, and aggressive).  all it would do is open the buttons.
End of Orodum's quote

I think you misunderstood the point I was trying to make. :P Finding UI space is easy. Actually making it work is not.

It's like sticking a second steering wheel in a car. You could easily attach it to the passenger seat's dashboard. But if you want it to work, you have to do a lot of internal redesign :P

Reply #12 Top

Would be nice anyway :) Ah well.

 

Also In answer to earlier the way it worked was right clicking on your selected fleet and you got a little menu

Reply #13 Top

To Bad this wasnt implemented. Its not like you have to use it. It would have been cool features in battles if you wanted.

Reply #14 Top

How about giving us the opportunity to actually be in the command deck of any one of our ships? In the heat of battle, we could decide to enter any one ship and control it from there, be it a fighter, a bomber, a frigate, etc, just like Star Trek. The interface does not have to be all that complicated.

Reply #15 Top

Because that would require months of work for very little reward

Reply #16 Top

Is there anyway at all to switch firing controlls from focus to spread fire and back. (in game)
Since you can mod that setting already, would that not be an easy thing to add to the interface?