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bugfix: Jets now defer attack, force attack, attack move and guard commands while reloading #1757
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bugfix: Jets now defer attack, force attack, attack move and guard commands while reloading #1757
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Sounds great. But what if you are airforce and a player is sending a technical to your base and the raptor is 3 bullets in reloading which would be enough to kill the technical, would it still need to be fully reloaded before leaving the airfield when commanding it to direct attack? Making it so guard mode and attack move would make the planes fully reload, but with a direct attack it should cancel the reload after at least 1 bullet is reloaded so the players can fast micro it when needed. |
Yes. The Raptor would need to wait an extra 1s to reload the other half of the clip. This is a very low time cost in comparison to a full takeoff and landing which is roughly 14s (and that's if the jet is returned immediately). However, most importantly, reloading can be aborted by simply giving a move order first.
I originally thought the same. However, the primary source of frustration is when dealing with groups of jets. It's a lot easier to ensure a single plane has reloaded when commanding it individually. The main issue is that when you have a group selected - especially across several airfields - it becomes difficult to ensure all planes have reloaded. A common example is when a group of MiGs are fully loaded but 1 MiG is not, and the firestorm is lost if the group is prematurely given an attack command. I imagine most players would prefer to be looking at the battlefield / targets and issuing attack orders without having to scroll back to look at their airfields to see if reloading has completed, which is tedious, time consuming, and unskillful. Given your example is a very niche situation (that the player can still control), I would suggest this change is a fair compromise and the benefits greatly outweigh any negatives. Here is another example, where if the Raptor had deferred the attack command until it had reloaded, the Quad Cannon would be dead. You can make the argument either way. NO_RELOAD.mp4So these are the options:
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Okey thank you for the very detailed explaination. Cant wait to see this in action.Good job. |
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It is a bit unintuitive that plain move commands would cancel the reload while other commands do not. Anything we can do about that? |
Is this not consistent with behaviour when in flight and out of ammo? Attack, guard, attack move, etc. all result in the jet immediately returning to the airfield, whereas a move command will not. |
I guess the difference between that situation is that in order to be able to execute an attack command when it is out of ammo it logically has to reload (returning to the airfield) in order to execute the command. Maybe this should be an option that the user can decide, maybe in-game with a command button per jet, maybe as a global setting. |
This is a balance/mechanics change that imho would need verification within the community first. |
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I don't exactly hate this change, but why not make it optional? Maybe add a way for the user to choose between methods, like an ini option in a future PR, so this one doesn't go out of scope. That's just my opinion on it. |
There are several reasons why adding an option should not be taken lightly:
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I do understand, then it's ok, keep up the good work and thank you for your effort. |
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I agree that for the majority of players this change is very welcome. Players generally want their planes in the air with full ammo. Preferring a plane with no ammo or half ammo to take off does happen, for example when trying to safe planes from approaching Bomber, and if that can be still done with the move command, then no functionality is lost. |

Fixes #197
This change adjusts jet aircraft behaviour so that attack, force attack, attack move and guard commands given while the aircraft is reloading are deferred until reloading is complete.
Demonstration
DEFER.mp4