And, as for helping the planes avoid enemy bases, maybe you could make it do a special move (like the attack move) that makes it so that the plane does it's best to go around the enemy base, base defenses, and/or anti-air units.
No I like noobs smashing just one of my unit
Yes. Better control would help to target some more enemies
Airplanes shall auto-shot only the amount of ammo needed to kill the target
I ONLY need an option that the airplanes dont cross enemies base
And, as for helping the planes avoid enemy bases, maybe you could make it do a special move (like the attack move) that makes it so that the plane does it's best to go around the enemy base, base defenses, and/or anti-air units.
Naa, stupidity of units belong to C&C.
And in C&C 3, you got stratofighter upgrade. Need anything else?
They should add a mechanic where you can choose between a precise mode and a carpet bombing mode. The precise mode would be like in current C&Cs, where the bomb hits one target with a high damage. The carpet bombing mode would have an area-of-effect, which would increase for every bomber in the group, but less damage than the precise mode.
Originally Posted by wadprime
Originally Posted by Kodaemon
Originally Posted by sybert
Or, you could apply some skill to the game and don't waste your firepower on such low health targets, and instead use your firepower on targets that will be more appropriate.Or at least make the up behave more intelligent. So they automatic fire only the amount of bullets necessary to destroy a target.
What you're describing is called overkill, and it's a fundamental part of not only balance in an RTS, but also player skill. Automated removal of overkill adds absolutely NO value to the game what-so-ever.
How about this?
http://www.commandandconquer.com/for...-control/page3
Sorry for posting my own idea, but this issue with airplane control was the reason I came up with that.
I like the idea that they shoot the amount of ammo required for the target, then maybe fire the rest of the ammo at random targets before returning to base.
its an interesting idea to have them only use enough weapons to kill the target, rather than the entire payload,
but if the aircraft work like the raptors in generals 1 then they would end up doing loops to take out multiple targets. this means more vulnerability if you wanted it to get in and out quick so it doesnt get shot down.
perhaps a toggle button?
anyway i hope all the aircraft are not like red alert 3 where they just hover..
-- THE JUKEBOX MUST RETURN!! -- [COLOR="#25292C" forum [COLOR="#25292C" quote
Not very often use air units, but for me are fine for now ...
"See your liberty, how she lies broken before you...you can continue to mourn your past, or join us in the Great Soviet Revolution!"
The best part of Zero Hour http://cnc.wikia.com/wiki/USS_Reagan
It could be based on the unit experience,
level 0: new pilot, no bonus
level 1: it tries to avoid enemy defense or being detected on its way
level 2: level 1 + Choose the best target in the area, (shoot to kill, avoid infantry)
level 3: level 2 + fire the exact amount of missiles on multiple target at the same time
veterancy has its own benefits already (hp/dmg/autoheal etc)... dont add auto overkill management to it
auto overkill management is honestly not needed in any form - its one of the biggest areas for micro skill depth in rts