Description
Area reclaim was denied because it affected balance too much and was too powerful compared to attack move due to attack move's target check interval of 5 ticks (that's what I remember testing back then).
Some people expressed interest in buffing attack move so it would rival manual reclaim and then we wouldn't have these issues with manual reclaim being super optimal (game design issue) and area reclaim being overpowered/breaking maps/overemphasized in gameplay (balance/game design issue). The exact logic is that we could move 4-5 ticks from the target check interval to the prop reclaim time, and then attack move and manual reclaim would be pretty much equal without changing balance significantly outside early game manual reclaim.
This is more of an experimental idea, it seems kinda easy to me to argue that this isn't very worth it. I'm pretty much just documenting the knowledge I found.
Course of Action
Change the following locations from mov eax, 7 to mov eax, n, where n is the new interval (>= 1).
- .text:0061C3CC - moving section of patrol task tick
- .text:0061C324 - reclaim order section of patrol task tick
It's worth noting that at .text:0061C35D is a comparison for a counter that increments every task tick.
Increase reclaim time of all props by n ticks in lua.
Test Plan
This "patrol" task is used in both patrol and aggressive move, so either work for testing.
Test the performance impact of the feature, since it will increase the amount of target checking significantly.
Playtest with different players to see if the balance between attack move and manual reclaim feels fair.
Description
Area reclaim was denied because it affected balance too much and was too powerful compared to attack move due to attack move's target check interval of 5 ticks (that's what I remember testing back then).
Some people expressed interest in buffing attack move so it would rival manual reclaim and then we wouldn't have these issues with manual reclaim being super optimal (game design issue) and area reclaim being overpowered/breaking maps/overemphasized in gameplay (balance/game design issue). The exact logic is that we could move 4-5 ticks from the target check interval to the prop reclaim time, and then attack move and manual reclaim would be pretty much equal without changing balance significantly outside early game manual reclaim.
This is more of an experimental idea, it seems kinda easy to me to argue that this isn't very worth it. I'm pretty much just documenting the knowledge I found.
Course of Action
Change the following locations from
mov eax, 7tomov eax, n, where n is the new interval (>= 1).It's worth noting that at
.text:0061C35Dis a comparison for a counter that increments every task tick.Increase reclaim time of all props by n ticks in lua.
Test Plan
This "patrol" task is used in both patrol and aggressive move, so either work for testing.
Test the performance impact of the feature, since it will increase the amount of target checking significantly.
Playtest with different players to see if the balance between attack move and manual reclaim feels fair.