Overview

 
 

In sentry mode, a unit will fire on any unit in attack range on certain events.

 

In reactionfire mode, a unit will fire when another unit is able to attack one of the own units (so the unit will react to threats).

 

In manual mode, the unit will not fire automatically. Only on explicit attack orders from the player.

  

Activating/Deactivating Sentry Mode:

 
 

Can be activated/deactivated on all armed units.

 

Is not available on unarmed units.

 

Is deactivated on vehicles by default.

 

Is activated by default on buildings.

 

Will be deactivated when a vehicle moves. And stays deactivated after the move.

  

User interface:

 
 

“Sentry” and “manual” status is displayed as well for the owner as for the enemies

 

A voice and text message will notify the player, when a sentry attack or reaction attack is started.

  

Sentry Trigger:

 
 

A sentry attack on a unit is triggered at one of the following events:

 

- target unit has moved

 

- target unit has fired

 

- a stealth is discovered, because of a failed steal/disable operation.

  
 

Sentry explicitly not firing after unloading a unit. This will make the „death from above“ tactic much more powerful, than in the current maxr version.

  
  

Details:

 
 

Sentry will only fire on units in scan range (and not on undetected stealth units).

 

A sentry reaction will fire as often as possible on the target.

 

After a movement, the sentry attack is executed, before the moved unit gets the chance to fire

 

An unfinished sentry reaction (target was not destroyed and is still on the same field), will be continued at turn start.

 

At turn start, only one sentry fire at a time is made. But manual fire orders are executed immediately.

 

Manual orders have priority over sentry reaction. When a unit is on sentry and has a manual attack order from the player, it will fire according to the manual orders, even when an enemy unit moves in range.

 

A sentry attack on a target has a higher priority than an attack order of the target. So the next chance of the target to fire, is after all units in range on sentry mode have fired!

 

The order of sentry attacks at turn start should give all players the same chances. E. g. The next target is selected randomly from all players.

 

The order of sentry attacks should try to avoid wasting shots. First approach is to select always the nearest unit to fire on a target. Can be improved later.

 

Stealth units are in manual mode by default, to reduce the risk of being detected.

 

moving units are attacked as soon as they get in sentry fire range (different from the original). The movejob is continued after the sentry attack.

 

when a unit makes a sentry attack, enemy units on sentry get the chance to fire, before the original sentry attack is continued.

 

 ==> Example: A submarine and a ground attack plane (different player) are on sentry. Now the submarine fires on a constructor. After the first shot, the ground attack plane will fire before the sub can continue with the second shot.

  
 

an explosive mine will detonate before the sentry fire, when a unit moved onto its location

  
  
  
  

Reaction Fire:

 
 

All rules for sentry mode also apply to reaction fire, with the following exceptions:

 

- units that are not in manual mode and not in sentry mode are able to start reaction attacks.

 

- Reaction fire is only executed, when the target unit is able to fire on one of the own units

 

- Reaction fire is only executed, when no unit with activated sentry mode wants to fire

 

- When manual mode is set to disable the reaction fire, the mode stays activated after a movement (unlike the sentry mode).

  
  

Turn based games:

 
 

In turn based games, all units have the sentry mode activated by default.

  
  
  
  
 

When there are multiple planes on a field, only the highest one can be attacked. Can be improved later.