Zoging wrote:
newabortion wrote:
SP other, I'm more about commanding men as much as I can, put them in the right place at the right time.
yeah, I'd really like to see a focus onto improving the way you control AI units. right now it doesn't really cooperate with the player. a particular annoyance of mine is how having units in your squad isn't always guaranteed and a bunch of other things related to that. I generally think this is one of big problems with the game right now, and I'd like to see it smoothed out soon
Unless it's borked, defensive AI soldiers have been made more eager to leave their leader to join a nearby attack leader with higher rank than themselves and with an open slot in the squad. Players are always represented as attacking leaders. Thus, stopping by at a friendly base / respawning there should make it easier to get squad slots filled.
Also, the higher your rank, the easier it should be to fill the first slots, so e.g. if you are 8k xp, you should be able to get 4 squadmates fairly easily, which already makes a fine squad. Most of the time over 5 units in a squad makes it a crowd, in my opinion at least.
Moreover, reinforcement drops can be a good way to get your squad filled without having to go look for new squadmates. Currently the reinforcement drops don't have any logic to ensure the paratroopers will fill your squad, except none of them has over 5k xp. I haven't tested this awfully much, mostly because I haven't seen the squad fill much of a problem, but once I do, I might end up adding something to make it possible to ensure that reinforcements will indeed fill your squad primarily.
Finally, there's at least one bug in the squad fill system as it's near impossible to get the last slot filled.
What comes to controlling the squad, it probably won't change much. Mostly it's the micromanagement I want to avoid in a fast paced 1-hit-to-kill shooter game such as RWR, as more often than not, your squadmates will end up killed anyway. The current mechanic of telling them what position to fight against (equals just moving there if there's no one), or commit by charging towards that position with a re-click, or having them just follow you, is enough for most of the tricks you need to be able to pull off in RWR.
There's also the split mode for controlling both the carrier and foot subsquad, but I don't think awfully many people are using it because it's already too far into management.