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Units/squads, Rally Points, Patrols, and Cloudcover

 
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crakerz
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Joined: 17 Sep 2003
Posts: 353
Location: California Bay Area

PostPosted: Fri Sep 19, 2003 5:56 pm    Post subject: Units/squads, Rally Points, Patrols, and Cloudcover Reply with quote

1. Being able to mix types (ie tanks and personnel) as well as commanding movement by such squads is essential to proper tactical and strategic support. (PalmWarz has a very cool feature that allows you to create squads and attach them to the hard buttons.) The highlight feature is OK (yes, I know about lasso), but when you've got a bunch of Hydras and Liberators jumping out from around a blind spot to munch on your Miner/HQ/Power Station/Butt right in the middle of another firefight, they don't stop for you to organize your forces! Embarassed

2. Rally Points are also a missing feature that should help. It is such a pain to have to keep going back to the source and cleaning out the clogs! Wink

3. Patrol routes or routines are another feature that would enhance this already very cool game. Being able to pick two or three or more points for a squad to patrol between is sorely needed. Crying or Very sad

4. In this vein, I guess another feature may be to 'blackout' or jam the satellite picture (ie 'electronic jamming', clouds going by at random, or for the whole day!), allowing the enemy and you to travel unseen. This also means giving the whole SatPic at the start of the mission, and maybe just obscuring the enemy positions until the MK1 eyeball sees them. This would really show the value of patrols, and be more realistic as well. Shocked

Sorry if I am repeating others, just wanted to get it all down.

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