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'Cleared' sectors voting [Warlords]
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Description

Most players do not understand that they can capture the 'cleared' sectors (the ones that don't have colored solid border) without them being "contested", that leads to that teams (most often BLUFOR, for which it goes even worse because of missing helipads) stucks with enemy team's sector selected and half or more own territory sectors not cleared/captured,
That can be fixed by multiple ways, some of which can be:

  • Remove ability to vote for sectors that already was cleared, maybe turn the 'ability' off by default in preset and official servers' missions.
  • Add and enable automatic revote if contested sector gets unlinked from base.
  • Add some 'attack' marks to the cleared sectors and make the sectors less prominent in the voting.
  • ..

Due to it may make AI squads focusing less straightforward, some 'commanding' enhancement as described here, would be more welcome than is now (that would improve the whole mission).

Details

Severity
Tweak
Resolution
Open
Reproducibility
N/A
Operating System
Windows 10 x64
Category
Other

Event Timeline

Ilias created this task.Dec 8 2018, 4:18 PM
Ilias updated the task description. (Show Details)
Ilias updated the task description. (Show Details)Dec 8 2018, 4:33 PM
Ilias updated the task description. (Show Details)Dec 8 2018, 4:53 PM
Ilias updated the task description. (Show Details)Dec 8 2018, 4:55 PM
Wulf added a subscriber: Wulf.Dec 10 2018, 5:37 PM

Hello.

Thank you for your feedback. The reasons behind this are:

  1. Fast travel for already taken sectors
  2. AI commanders, so that they know where to focus
Ilias added a comment.EditedDec 10 2018, 10:44 PM
  1. ? (you meant fast travel to targeted sector even if it can be captured without vote?, if so, then: when it comes to team & team combat (when the described issue occurs) ability to f.travel to contested sector is questionable;)
  2. This could be easily improved with simple commanding AI, and maybe per squad orders with displaying: maybe just something light like in BF3


; (this would also allow AI squads to defend sectors), CTI always had 'larger' comm. AI than the one needed here.

chose added a subscriber: chose.Dec 11 2018, 9:44 AM

The AI need to act independently as there is no "high commander" role. Removing the possibility to vote for an unlocker sector is a much bigger disadvantage than people voting for it because they don't understand that they don't have to.

Ilias added a comment.EditedDec 11 2018, 3:57 PM

It is not related to "high commander role", its about script at same places where currently is a code that creates AI orders and makes them 'use' fast travel.
You didn't stated any point why removing the ability is an disadvantage, but,
maybe i didn't made it clear, but the suggestion is about fixing that game pretty often gets stuck with unneeded sector voted and no strategical options for team left, it could be fixed with "automatic revote if contested sector gets unlinked from base", or maybe adding some 'attack' marks to the "unlocked" sectors and making the sectors less prominent in the voting, or by multiple other ways.

Ilias updated the task description. (Show Details)Dec 11 2018, 4:12 PM
Ilias updated the task description. (Show Details)
Ilias updated the task description. (Show Details)
Ilias updated the task description. (Show Details)Dec 11 2018, 4:17 PM
Ilias updated the task description. (Show Details)
Ilias updated the task description. (Show Details)
Ilias updated the task description. (Show Details)Dec 11 2018, 4:21 PM
Ilias added a comment.EditedDec 19 2018, 8:16 PM

Maybe it would be better to set "forced progress" to 25 | 50 % by default, due to that match-wise strategy is an unusual guest on 'quick play' not 'dedicated' public servers.