I don't have high hopes on this changing a tiny bit at this point of the deployment, but I can at least add my criticism of the current "implementation" of the engagement system..
While not documented anywhere ( LOL - game defining core combat mechanic doesn't even get mentioned in Combat Mechanics section on Cyclopedia) here's what I've gathered by observing gameplay .
Engagements happen automatically - and when they do - they CANCEL PLAYER COMMANDS (brilliant piece of game-design ).. Each unit periodically checks for suitable hostile targets in melee range - and when they're found - if engagement limit not reached - target is engaged ..
This works reasonably well when you send your tank to greet enemy melee blob - everything getting in its melee range gets - auto engaged - and locked down .. SINCE all units are running this "ENGAGE EVERYTHING IN MELEE RANGE ALL THE TIME" protocol - you don't even to increase engagement limit on your tank to achieve this.. They will BE FORCED TO engage you as soon as they enter melee range by their own (mad aggression) protocol ..
Untold frustrations arise when you try to send units to flank ("LOL again Cyclopedia - what is flanking ? (define the rules for flanking) "). While moving toward ordered location - any hostile unit entering their melee range (including the target they were supposed to be flanking - but are approaching at a direct angle ) will trigger the auto engage - player order cancelation action ..
"Work around" NEVER let hostile units in melee range until you want to engage .. Micro all your units around hostiles (with room to spare) ..(INEXCUSABLY- UNNECESSARILY in a 2015 game) Tedious doesn't begin to describe it ..
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Pathing related (in all my 20+ years of gaming experience I don't ever recall being more disappointed with pathing in a game) ..
A single example - a group of melee units ordered to attack a single hostile unit will fail to automatically surround the targeted unit .. (I'm aware on how the auto-engage EVERYTHING in melee range, cancel move orders and issue attack order might be what's messing this one up .. )
How hard would it be to make all player's units ordered to move, to never willingly get in engagement range of any hostile unit (equipped with melee weapons or if your own unit is equipped with melee weapons) unless cornered // no other choice ? (next to impossible considering the current performance of the pathing in pillars of eternity) Threat the engagement mechanic like the big deal that it is ..
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peddroelm
I don't have high hopes on this changing a tiny bit at this point of the deployment, but I can at least add my criticism of the current "implementation" of the engagement system..
While not documented anywhere ( LOL - game defining core combat mechanic doesn't even get mentioned in Combat Mechanics section on Cyclopedia) here's what I've gathered by observing gameplay .
Engagements happen automatically - and when they do - they CANCEL PLAYER COMMANDS (brilliant piece of game-design ).. Each unit periodically checks for suitable hostile targets in melee range - and when they're found - if engagement limit not reached - target is engaged ..
This works reasonably well when you send your tank to greet enemy melee blob - everything getting in its melee range gets - auto engaged - and locked down .. SINCE all units are running this "ENGAGE EVERYTHING IN MELEE RANGE ALL THE TIME" protocol - you don't even to increase engagement limit on your tank to achieve this.. They will BE FORCED TO engage you as soon as they enter melee range by their own (mad aggression) protocol ..
Untold frustrations arise when you try to send units to flank ("LOL again Cyclopedia - what is flanking ? (define the rules for flanking) "). While moving toward ordered location - any hostile unit entering their melee range (including the target they were supposed to be flanking - but are approaching at a direct angle ) will trigger the auto engage - player order cancelation action ..
"Work around" NEVER let hostile units in melee range until you want to engage .. Micro all your units around hostiles (with room to spare) ..(INEXCUSABLY- UNNECESSARILY in a 2015 game) Tedious doesn't begin to describe it ..
///////////////////////
///////////////////////
Pathing related (in all my 20+ years of gaming experience I don't ever recall being more disappointed with pathing in a game) ..
A single example - a group of melee units ordered to attack a single hostile unit will fail to automatically surround the targeted unit .. (I'm aware on how the auto-engage EVERYTHING in melee range, cancel move orders and issue attack order might be what's messing this one up .. )
How hard would it be to make all player's units ordered to move, to never willingly get in engagement range of any hostile unit (equipped with melee weapons or if your own unit is equipped with melee weapons) unless cornered // no other choice ? (next to impossible considering the current performance of the pathing in pillars of eternity) Threat the engagement mechanic like the big deal that it is ..
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