posted on November 24th, 2010, 6:53 pm
Dave Denton wrote: Nah, that was just a cover up of yours for something else. Thing is, this is actually a bug. What you just used there was an excuse, and one that was not actually needed. Be on the point next time.
Wow... That's a bit insulting. This forum doesn't seem to mind people being a bit off-point, actually.
Anyways, red alert is (like it is in many other games) designed to make the unit attack all units in range and pursue them as long as possible. If you added in something to make them stop when they got too damaged, then you're either at or really close to the point where the game plays itself with only limited input from the player.
I do think, though, that movement autonomy should be factored in.