Join GitHub today
GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together.Sign up
Attack-move behaviour regressions #16940
The previous complaints about attack move have been focused and investigated on FiveAces' stream tonight (TODO: hopefully can link the VOD after the stream is complete).
The root of the problem seems to be that infantry drop into the attack childactivity and don't let go - they end up chasing something that is too far away to attack, ignoring anything else that is in attack range. Units chasing targets in the opposite direction to the attack-move location's target line also appears to be causing confusion.
Both issues could be improved by having
It is going to be tempting to scope creep this bugfix into the long-missing hold-ground stance, but that would open up a pandoras box wrt regressions and rebalancing. Better to limit the scope to attack move here, which can be treated as a prototype for a more general fix in a future dev cycle.
Even if you limit the chase range with attack-move you will still have units going in the opposite direction. You would also still have units blundering into a hostile force to give chase to one enemy.
Also, adding a defined range would be opaque and gives little control to the player. I already have some ideas to mitigate this, but that will have to wait for Next+1.
I think perhaps the simpler to implement and more intuitive to use solution (for now) would be to disallow attack-moving units to chase units altogether (similar to defensive stance). Especially at this short notice that would give the least chance of regressions and I guess many players would prefer it for it's predictability.