Has there been any new development with how we control units from SC1 to SC2? Are attack-move, move, stop, hold-position and patrol still the only commands?
I would like to suggest the following types of unit control for a new micro experience.
I. Order-Storage or Hold-Order
What if we can store commands for a unit? Say 1 to 10 commands per unit/unit group? I think 1 or 2 will be the sweet spot of balance though.
Here's how it works.. a unit will have a new button in its panel named Store-Orders with shortcut "T" that is toggle-able. When Toggled off, the unit is controlled just like a normal unit. But, once toggled on, the unit stops taking orders and instead stores them into memory. Once you release the store command or toggle it off by pressing it again or hitting "T", that is the time that the unit will perform the commands you gave it.
Examples.
1. Hold line until ordered to release.
- First you put a group outside an enemy's base with the Store-Orders toggled off
- you order them to Hold-Position.
- You toggle Store-Commands on.
- You then order the units, or inividual units to do consecutive things. Move to a point, then after attack move. Or attack specific units in order (well scouted units of course). Or move to a point and Cast an ablity.
- Then, just have them wait there. Once you see a good oportunity, toggle Store-Commands off again with "T". All units then proceed to do what is previously queued.
2. Move to a point and attack when released.
- First order a unit to move to a point, or give it a set of Shift-Clicked paths
- Then order Store-Commands on
- Store attack and cast commands
- Once in the right place toggle Store-Commands off
- Unit attacks
II. Shift Draw
The idea is similar to Shift-Click moving, but instead of multiple clicks the player holds the left mouse button, then when moved, cursor will draw a path on the terrain. The ordered unit will then follow whatever the player drew on the ground once released. For example, the outline of a cliff or range of SiegeTanks.
Can also apply to Shift-Attack move. For for ranged units, the ordered unit will follow the path the player drew and attack anything within its range. For melee, it can stray outside a limited area of the drawn line to attack.
After following the line, the unit will do the next command.
Another variation would be if the player draws a loop, the units would follow the loop indefinitely unitil oredered otherwise. Sort of a twist to patrol.
This can be balanced by limiting the length of the line that may be drawn.
Specifically I and II mixed together may yield powerful results.
Any thoughts? Ideas similar to theses?





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