micro for redirecting from a factory is too much

Played a game tonight.
 

Got a T2 unit, started calling for reinforcements.

 

Formed up an army, and charged around a few nodes.

 

Then I found myself wanting to redirect production from factory to new location, to form up a second army.

 

Hard.

 

Can't just select the factories and redirect production to a new node, because they are handling reinforcements.

 

Couldn't quite figure it out, and ended up disbanding, reforming, and then making sure units were heading to right places.

 

Every so often, they would just stop and stand still...

 

Not sure what was gong on there.

 

Too many steps, just to form up second army in another location.

 

hard to do when you are dancing with opponent.

17,384 views 4 replies
Reply #1 Top

So you give your factories order to build reinforcements, upon building that unit is linked to the army. If you disband army what do you expect that unit to do other than to stop?

Nothing stopping you from changing factory's way point, but since it have order from you to build reinforcements, that order have to be complete or canceled before it can proceed on building units to factories way point.

I'm missing what is hard or illogical here. What is really hard is to read posts in double space after each sentence or even single word.

Reply #2 Top

Sorry you don't like to read my posts.

I am not sure how to cancel reinforcement orders.

If I have requested reinforcements for a couple of armies, does that mean I need to cancel EVERYTHING before I send troops somewhere else?

That's my problem, I guess.

Seems like a lot of work, just to redirect a factory where I want it to go.

Reply #3 Top

It's not that i don't like your post, it's the format that makes wall of empty space.

If you right click on order it's going to cancel that order. There is also X button that going completely clear factory production Q(queue). However if there is big reinforcements order it's going to take load from other factories and add it to it's Q.

Generally there is few improvements to factories Q that can be added.
-There should be added control that blocks factory production of reinforcements.
-Player should be able to inject order to the beginning of the Q as priority build.
-Q should tell clear information of what it builds, if it's reinforcements they should stand out from regular order. As quick example different color grading with spacing between different types..

 

 

 

Reply #4 Top

Alright.

 

I'm not saying that the game should become Starcraft 2.

 

BUT...

 

In Starcraft 2, I select the factory and give it a rally point, which plan be a place on the map, or a mobile unit.

 

When the factory produces, it then sends the new units wherever I have selected, either to the designated location, or to the mobile target unit, wherever it is (essentially following the target unit). 

 

I generally keybind my factories, so calling units to a particular spot/unit simply involves:

 

Hit Command Key + Right Click the destination location/unit + Produce whatever.

 

And That's pretty much it, and if the factory already has things queued, I don't even need to "produce whatever."

 

So that is my basis of comparison for ease of UI.

 

In contrast, in ashes...

 

- Reinforcements are locked to requesting unit/army, and once in queue, can't be redirected

- When I cancel/clear units in queue at a factory, it might grab a share of the reinforcements that are queued at another.

- If I have multiple armies requesting reinforcements, it's hard to know what is going where

 

... and in contrast to my SC2 baseline, I ultimately need to do a lot more clicky, just to get troops heading to a new location. 

 

Just sayin'

 

PS I like the graphic that you posted... some good ideas there.

PPS Yeah, line spacing. Sorry.