1) Order based systems...only should be used in TBS games...Turn Based Strategy.
The only similar idea would be the RTT Men of War...but even then that system is highly problematic...and I have played that system over.
Now, if it was setting how a unit faces, operates, and functions that is not an issue...but still requires player control.
Any Free-Move orders...tend to get your forces killed off rapidly in game. I have played both Men of War, and Axis and Allies which both have such orders...they only work with recon units...but those are disposable, and if your in a game where you win and lose by points of units killed...that is a big no-no.
2) Orders...Men of War, Axis and Allies both use this and it tends to be less than useful...except maybe having hold fire, because the AT gun coding is a little squirrely and they jump the gun all the time.
3) Order Balancing: Okay give me any number of orders...and I can tell you that depending on tech, unit, terrain, upgrades it can be exploited. Lets say you have a scout unit that has a radar scrambler (ergo Venom of CnC3.) And I tell it to run around your base out of range of any defenses, but it activates its scrambler every 30s. How are you going to catch that unit...because it will avoid your attempts to kill it, and it constantly aggrivates your use of a radar map.
Orders should only cover:
Defend Ground- defend an area from possible attack. [Genrals concept.]
Patrol- lay down a patrol pattern with waypoints, and the unit will move about and engage enemies within its LOS or detected by support units line of sight within their patrol zone.
Attack Ground/Force Fire into the fog of war...[not shroud] and possibly hit a target...or shift your units attention to an immediate threat.
Escort/Follow- (CTRL-E)...in RA1...units will protect a unit from attack by moving in front of or behind a unit...and will attack any threats to that unit. Follow will order units to follow behind another unit and will convoy to a destination following one another. [Or can be ordered to follow an enemy unit within their line of sight home!-Age of Empires II allows your units to do that!]
Formations: (CTRL-F) in Generals...order how a group of units will move or operate.
Stance: Infantry...Men of War uses this alot...order infantry to go prone, crouch, or stand. Act of War uses it for prone camoflage of units.
Movement Orders: Forward or Back...Attack Move, Move.
Attack Stance: Aggressive Free Move (Search and Destroy-units seek out the enemy and attack), Aggressive if attacked or moved towards an attack zone all targets are attacked, or the units will immediately move into attack range once a unit enters LOS, Retaliation- units only attack if fired upon, Hold Ground units do not move to retaliate, but instead wait for an enemy to move within weapons range. Hold Fire, units will not fire even if fired upon...usually best used for games where ambush is involved or severe micromanagement.
That is probably all you need...either that or players have lost the old school thought process of thinking out the flow and ebb of battle. Pre-sorted orders in a game similar to RA3 is asking for a match lasting at minimum 3 minutes. No there has to be a human in the loop, so there is a psychological and human error warfare ratio involved. [How much more orders do you need?]
3) In CnC3 most air units didn't require a patrol system...you just clicked a move order...and the units would consistently fly back to that zone to engage after dropping their bombs or missiles. [ergo move-defend ground all in one click.]
4) Distracted from the frontline? CnC has one of the most ridiculously fast reaction time systems in all the game world. hotkey H straight back your main base, space bar to the site of any conflict on the map! Two buttons...and you can do that all day...and win! Or just use the minimap...and click in there...and jump anywhere within a flash. Also the sidebar/bottombar makes it easy to que up reinforcements...then hit E or W and almost every single unit will move with one click!
5) No RTS has sophisticated orders, why? Look at history, any General who uses sophisticated orders loses. In RTT, TBS, RTS...all Strategy and Tactics based games...you are the commander you are the man with the plan. You lead...not simply click and go on your merry way. Generals and Commanders lead...CnC is Command and Conquer, not Click and Celebrate. You need to factor in terrain, territory, weather, your weapons, and your opponents mindset.
I have played many games where I would be at a total inferior position and force, but would carry the day by showing the other players how I had figured them out. This is not a simulation like Super Power simulation game...which awful both graphics and strategy wise. Although you could play anywhere in the world...and the terrain would exactly like it is viewed from space. This order system is for non-RTS players. CnC players need to either out-think or out play their opponents...not click done.
6) I think personally there is a lot of possibilities with the mouse and keyboard, it just takes time...heck even with the mouse there are tons of possibilities!
Your idea would work as a new declutter system...that can be expanded and contracted to increase view screen size in game, but only for the sidebar/bottom bar nothing more. The order system is not CnC, and probably will not implemented for a fact. It takes too much time to code everything, the AI and pathing has to be perfectly coded. It has a domino effect on a units and gameplay...and players will complain. Much like with CnC3 and RA3 series with "Perfect Build Ques", there will be controversy over every single order system...and claims over "Perfect Orders" that instant win a game. It is better to let a player make the order, and make a mistake...hence why RTS, TBS, and RTT tend to be more engrossing when there is more give and take in a game.


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Kane the second
I'd love a comment.
