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5779😀SuggestionIs it possible to add a 5th tab? or well i guess 5 if you put it under? ideea is that it's a moving so that's why i said 5th. but like this it will be 4 up and 4 down. Ideea is very very very simplu: QoL, no more stupid bots dying. They are attacked? they go to this new location. They are out of engergy? they go to this location. They are Idle? they go to this location. As in we do NOT need to program every last thing because of this QoL button will automatically make the bots go there. By default: nearst comand center OR beacon. Actually you know what??? i honestly do not know why can't we use beacons exactly for that? Comand center is something we want to keep clear no? so use beacons. So to make it my suggestion better. All units (not including bots) will start with a "move to beacon" active. And when i say active i mean that if it's inactive they won't move there even if they are taking damage (to HP, not shield). Issues: i mentioned already in another suggestion, please let us PASS units through each other. This game is suffering massively due to stupid bots that are blocking each other. Please remove that bots can block each other because this time i did NOT write units by mistake. I intentionally said BOTS because they are levitating. So the "logic" of why bots can pass each other is because they "levitate" over the other units. Meaning human units or others who don't levitate won't be able to pass each other. Also walls are wall (high) so only flying units can pass them and of course, same logic to other buildings except maybe thoes little 1x1 and storages. But yeah... i guess it's easier to not touch buildings since i imagen all this needs to be programed. So back to the suggestion, on the ideea that bots, aka bots > non bots units because of this, will be able to pass through each other... as in this is EXTREMLY importend... any item delivery bot, when Idler, will go to the beacon. Since it pass through other units (aka none of them needs to move), it will touch the beacons, then, automatically go to the nearest avalable space if there are like let's say 100 units for whatever reason...you know... all idle. And this is the ideea why i said the pass through is needed, because if any of thoes units needs to leave, they will get stuck, but not if they can pass through other (rip non bot units but at least this will add a "yes they really are different). So to finish up, this is an off or on setting. People want to ajust where to go? they can use the program for it. Off: nothing, but does not affect any program. On? there is NO settings, absolutly NO settings. This is a QoL and not programing and we can alway create more beacons if we don't want the bots to go all the way to the other side of the factory where 1 single beacon exist. So on the ideea of NO settings, and idle, damaged or/and out of power unit will move automatically to the nearest becacon. Exemple: i have an unit that collect dropped items like silica sand. It's full, the storage is full, all asssebler and such are full, so it just sits there getting killed by enemies OR start collecting silica during an enemy attack. With this button on, once it's "idle" (full inventories everywhere) it will move to the beacon AND if it start collecting silica during an enemy attack, the moment it takes any damage, it will go to the nearest beacon and it will STAY there untill it's back to full HP. Again, we can just create buildings or units around the beacon for healing. Also, early game we can just turn this setting off to avoid paralasing the bots, and it does not even take that long to unlock repair. And by implementing this, as well as the pass through, i can't see anyone ever saying stupid bots. Heck, this is such a QoL that i can see people not even needing any programing when doing enemy raiding since the bots will atack while shield is up and the moment shield was used up and takes damage, bot will flee to the nearest beacon letting the next wave take over... oh and i hope i made it very clear that I am talking about not needing programing and not OP strategy because what i wrote is one of the most comon programing that i am aware off. And i repeat, this is a QoL exactly because we won't need to program each unit and isnted can make the do other various stuff. Like let's say a scout well scouting, the moment it takes damage, it returns to base, so only the move scout is needed in programing + whatever we gave it to do, and no delays cause by constantly checking if any damage is taken2025-11-11 23:08:37

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