Auto-replenish lost units in battle for armies

It would be good to have the option (checkbox in army unit list) to enable auto queuing lost unit for armies.

Why is it so important?

  • It reduce micromanagement, as mentioned in game goals
  • Frigates and cruisers will get second life in late game.

As mentioned here https://forums.ashesofthesingularity.com/484989/page/1/#3689217

End game now feels like a dread fest for the most part as with the eye, nest and agamemnon every other unit type just get's blown away in less then a second. PHC air is very unsuitable for killing dreads but I'd wager then substrate air can do fine. I'm personally not a fan of the 4 unit tiers and the possible 5th coming up.

end game is the dread fest. Smaller units die too fast and don't worth to be built and controlled manually.

 

How should it work?

  1. I build the dreadnought.
  2. I queue for him some smaller units: for example 2 charons, 2 mobile nullifiers, 4 Apollos, 6 medics and 20 Brutes as meat shield.
  3. I toggle checkbox "Auto replenish army"
  4. And move army to the frontline
  5. When any unit die - game queue it on the nearest factory.
  6. When unit built - charon teleport it into the battle. (If no charons or nano-transport availeble - unit should attack-move to army location)

Finally army became kind of Nest of the Queen, but with cruisers or whatever, able to fight until player have enough free factories and resources.

57,735 views 6 replies
Reply #2 Top

When I first read this I thought .. yea nice idea. I am playing the campaign "Implosion" on expert level and now I am convinced this is an excellent idea. Almost a necessity.

For example I build a Leonidas and Agamemnon and load them with support (similar to conKORDian's army setup above but with several more mobile nullifiers, my reasons to follow). I move them into attack and get met by an army (sometimes 2 armies as there are 3 opponents) of Eye of Darkness and support including some Dreads.

The AI is a fiend! He instantly targets my nullifiers (I have a few to slow him down some) and immediately they are down he drops an orbital on me. (I have been hit twice at the same time by orbitals from 2 opponents which can take out both my Juggernauts)

The problem now is that should my Juggernauts have survived I have to go back in and re click on each support unit required to que them up again. In the thick of very hectic battle where you are battling on 2 and 3 fronts it is very easy to get bogged down with micro managing.

Why don't I back out of the orbital zone you say? Well there is the rub lol. If you have ever tried to reverse an army you will know what I am mean. The army rotates (damn slowly) on the spot before moving in the direction you want. I have tried to go straight through the orbital circle zone but if you are fighting, the army stops! I have also disbanded my army so the smaller quicker units do make it clear but that is a pain! Oh for a reversing order. (been asked for many times Devs, wink, wink)

So without getting too much into other stuff I would like to add my request to conKOrdian's excellent request. Cheers.

 

Reply #3 Top

Yep, I would sell someone else's first born child for this. It's rather annoying sometimes to bounce between multiple armies, quickly look at what's missing, add those in, jump to the next army, etc... I feel like I'm spending a good 30-50% of my time re-ordering units.

Reply #4 Top

At risk of thread necromancy, +1 for this feature.

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Reply #5 Top

I agree with this +1.

 

Also, as stated by r0y3:

 

"Why don't I back out of the orbital zone you say? Well there is the rub lol. If you have ever tried to reverse an army you will know what I am mean. The army rotates (damn slowly) on the spot before moving in the direction you want."

 

Why can't an army just reverse direction without having to rotate?  I know this is a bit off topic, but since it has been brought up, Please stop the rotate.  Thank you.

Reply #6 Top

Quoting Xaosinc, reply 5

Why can't an army just reverse direction without having to rotate?  I know this is a bit off topic, but since it has been brought up, Please stop the rotate.  Thank you.


The rotating alone wouldn't be quite so bad if they army didn't prioritize staying in formation while it turns. Not only can you not effectively back away from an orbital, the rotation as a group tends to actual drive the rear of your army further forward before they move away.

But yes, without getting complicated about how to force different behaviours of formations when turning, being able to reverse would work quite well.


On the topic of unit replenishment, how is this still not a thing? Lately, I've been trying to play while trying to manage my units more from the army level, and it feels so much more like how they game should be played as opposed to endless factories on repeat queues and waypoint management. 

But, having to constantly manually maintain the units is extremely time consuming, and made rather more annoying by the, in my opinion, ineffective UI for viewing the current inventory and build queue. 

That said, I'm not sure the best way to go with this is strictly auto replenishment, that sounds problematic when the army is full and you need to reconfigure the units (e.g. less anti-frigate, more aa when you're not keeping up with air threats, etc...) 

I'm thinking one way to go might be something along the lines of an army template, an editable list of the units you want in the army that would be auto-maintained. 


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