The issues with manual reclaim

@Mach it is the time that the engine waits before scanning for new targets. It is similar to the weapon check interval, but in this case there's no value in the blueprint to tweak it.

In general I'm in favor of features that would make the game feel more modern. But this particular example is just not what this engine is made for. To quote myself:

A work of art is never finished, merely abandoned

This already exist it is a SIM mode

Well, there was a great solution in existence already years ago: Area Attack and Area Reclaim commands. Those are quite natural commands that many other rts come with by default. There was a mod that allowed for those commands, so they where already implemented.

Manual reclaim was still technically better, but you could easily tell engies to reclaim large scattered fields. Sadly, there is considerable resistance from the people in charge regarding improvements to the way the game plays. For some reason clicking rocks was deemed more fun and skill then clicking units (there was little opposition to auto overcharge).

Overall the resistance against improvements in this area probably hurt player retention, the opening post sums up the reasons quite well. Maybe that has a lot to do with perceptions, but that is sometimes all that matters.

This post is deleted!

What if Attack moves, always turn to patrol's, instead of going Idle..?

That would make attack move worse

Doesn't Attack move have a larger reclaim range? which would make attack move better..

I'm re-thinking my suggestion now... doesn't really help the matter

@chiefbigfeather

Well, there was a great solution in existence already years ago: Area Attack and Area Reclaim commands.

That still exists, they're attack-move commands.

Overall the resistance against improvements in this area probably hurt player retention, the opening post sums up the reasons quite well.

No it doesn't, most of his arguments are senseless or unfounded:

When used properly, it gives additional artificial advantage to those with higher apm on top of the advantage they already get from high apm otherwise.

Having higher skill is rewarded. This should not be controversial.

... that can result in large butterfly effects.

Unfounded.

When used improperly, it's arguably a noob trap.

This translates as: People who do not understand the mechanic are not benefitting from the mechanic/penalized for not using the mechanic. Again, how this somehow is a bad thing is beyond me.

Many people find it annoying/frustrating to do, especially when low-value reclaim is densely mixed with high-value reclaim.

'Many people' unfounded, as the previous threads seem to indicate popular sentiment is against these changes.

And then the rest of the arguments boil down to "people just don't like it because it stresses them out in ladder games". I mean, perhaps playing competitive ladder is not for people who do not want to be competitive. And that's fine! AI games are popular, and that's all well and good. But trying to bring people who don't want to do sweaty competitive play into the competitive scene seems to me like trying to find a non-answer to a non-problem and is impressively counterintuitive.

"Design is an iterative process. The necessary number of iterations is one more than the number you have currently done. This is true at any point in time."

Newest map: luminary.png

@elhooo_oood

Attack move commands from that units inherit from a factory have an increased range, but normal attack-move commands given to a unit do not.

If your engineers go idle with attack-move commands, that indicates that they either have nothing to reclaim anymore, or your storages are full. You can chain several attack-move orders, spacing them somewhat apart, so that when the first attack-move command is completed/invalidated, the engineer moves on to the next (by when they're hopefully next to new reclaim or your storages have depleted some).

"Design is an iterative process. The necessary number of iterations is one more than the number you have currently done. This is true at any point in time."

Newest map: luminary.png

I don't see how manual reclaim is breaking the game. With all the scout laming, tree clumps have never been weaker. Most of the time they just break because of lamers and all those clicks are for nothing.

With regards to maps like Wonder where you need to manually reclaim to get the mass in the craters, that is a calculated risk you must take. Some players prefer not to take so much mass but instead shoot the enemy commander. Some prefer to take the damage and keep reclaiming. It is a delicate balancing act between how much you should reclaim vs how much you should fight with com. This decision is skill expression.