One problem we have is that people go fighting any hostiles they see, and they don't simply return to where they where before (which is what all the NPC guards do). Now if they have an assigned job to do, they DO go back. That is the most desirable case, but what if you have more workers than you have work and so you want a few dedicated guards?
Well the moment you aren't watching... those guards (having no assigned jobs) are likely to run off chasing one enemy after another. They'll get further and further from where you left them. It is a problem, but I think this is easily solved using existing mechanics.
Consider that if you <SHIFT> + <right click> on a mine(etc) your person will consider working that mine as his/her job and will always return there (unless they have a higher priority job to complete). So let us do the same thing by <SHIFT> + <right click> on a door or gate to tell them their job is to stand at that place.
This solution is beautifully simple and doesn't require further UI clutter.
Guard Job simple implimentation
Indeedily so, hold RMB over a character and Shift + Release RMB to Assign Bodyguard Job for currently selected character.
However, I have noticed that Bodyguard isn't functioning at 100% currently.
Sometimes it requires the guarded character to take damage to make the guards attack, and sometimes they don't assist at all.
However, I have noticed that Bodyguard isn't functioning at 100% currently.
Sometimes it requires the guarded character to take damage to make the guards attack, and sometimes they don't assist at all.
Hi,
A simple addition would be a "sentinel" option, you would just need to shift+rmb on the ground, not a building or a character, the guard would then attack everything considered as hostile within range and then come back at it's guarding location, just like city guards.
I think the issue with this is that the ground itself cannot be considered as a proper object hence characters can't recognize it as an entity to stay close by. It would probably be some kind of pathing feature, just remembering a location to guard, not an actual object/character.
A simple addition would be a "sentinel" option, you would just need to shift+rmb on the ground, not a building or a character, the guard would then attack everything considered as hostile within range and then come back at it's guarding location, just like city guards.
I think the issue with this is that the ground itself cannot be considered as a proper object hence characters can't recognize it as an entity to stay close by. It would probably be some kind of pathing feature, just remembering a location to guard, not an actual object/character.
Kinda like setting up 'Patrol' waypoints in RTS-genre games like Supreme Command, Starcraft, and the like?Keryyn wrote:...
Seems possible, and very useful if you can have a guard 'Patrol' along the walls and man the closest turret should an enemy come within visual range. Maybe even call out to the Barracks to get more Guards up on the walls manning every other turret.
Wow, i admit i wasn't thinking about extending that feature to create actual patrolling paths, but yeah, i guess that's what i would like to see ingame.
For now, just a way to watch a single spot on the ground would be enough i guess until pathing is fixed, that would still leave the fact that bandits get considered enemies only if they can land an attack on your mates ...
For now, just a way to watch a single spot on the ground would be enough i guess until pathing is fixed, that would still leave the fact that bandits get considered enemies only if they can land an attack on your mates ...
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