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. | |