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Per-cell infantry attack orders #4617

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pizzaoverhead opened this issue Feb 10, 2014 · 3 comments · Fixed by #14482
Closed

Per-cell infantry attack orders #4617

pizzaoverhead opened this issue Feb 10, 2014 · 3 comments · Fixed by #14482
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@pizzaoverhead
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pizzaoverhead commented Feb 10, 2014

Currently, if a cell contains one or more enemy infantry units, when attempting to attack, the player can mis-click on some of the empty space in the cell, resulting in a move command instead of an attack command. Higher resolutions with small sprite sizes exacerbate this problem. It is especially problematic for helicopters when attacking rocket soldiers.

This behaviour could be improved if the attack cursor was shown when over any part of a cell containing enemy infantry. It the cell contains more than one infantry unit, the attack order should be aimed at the infantry unit nearest the mouse position.

@pchote
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pchote commented Feb 10, 2014

👍 for this idea. You can always force-move if you want to move the unit there instead.

@chrisforbes
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👍

On Mon, Feb 10, 2014 at 11:24 PM, Paul Chote notifications@github.comwrote:

[image: 👍] for this idea. You can always force-move if you want to
move the unit there instead.

Reply to this email directly or view it on GitHubhttps://github.com//issues/4617#issuecomment-34616724
.

@pizzaoverhead
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As a more general case, all cursor-actor interaction should primarily be cell-based. This would prevent issues due to oversized selection boxes, such as being unable to repair a turret which is directly above an obelisk of light.

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4 participants