Bug in movement/selection system (all GC2 versions)
3 years, no fix
This is something I've been meaning to bring up for ages and ages. What finally got it to the boiling point was seeing how incredibly well-made TA is, but the experience being marred by this one constant annoyance... well, that and the bugs everyone knows about... but they can be avoided.
What I'm talking about is the difficulty you run into when you try to move a group of ships. If you select on a tile with 10 ships on it, they all appear at the bottom of the screen. Then you pick some of them and give a move order. Here's where the problem starts.
What will happen will be one of three things:
1) All the ships move instantly
2) One of the ships moves, the rest wait for the next turn
3) One of the ships move, the rest ignore the order entirely
To express how much of a colossal pain in the ass this is, cannot be done with words alone. I'll run you through some scenarios.
You have a fleet of constructors. There is a starbase 5 tiles away. There is an enemy fleet 2 tiles away from the starbase, and they will most certainly attack it in the next turn. You have lots of starbase defense research. You want to upgrade the starbase. You select your ships, tell them to move. One moves. Then the bile rises in your throat and you realise you're going to be in for 3 minutes of micromanagement-hell moving one individual ship at a time. You CANNOT wait for them all to (maybe) move in the next turn because if you do, the starbase will be destroyed.
You move one of them. Upgrade screen pops up. You pick an upgrade. You move another. Another. Another. Another. Another. Another. Another. Another....... finally you've moved all 20 constructors. Your starbase is saved. The Terran Alliance will live to see another day.
TURN
Another fleet moves in, threatening another starbase. You don't have any constructors but you have several fleets nearby. You click the tile in horror, as if playing roulette with a fully-loaded gun... will they all move this time? Or will we be in for another round of micromanagement hell....
You right click........ one moves. Move the next one. The next, the next. The next. You've moved all of them now.
It's time to launch your valiant counterstrike. You send your spare fleets to attack the enemy homeworld........ One fleet moves. You can either move every single fleet individually now, or you can allow that one fleet to be annihilated, because your ships won't move in time to pick up the slack after it gets attacked the first time.
Your attack succeeds after much clicking. It's time for the invasion. You send your fleet of transports, escorting them with a fleet of destroyers. 9 billion brave soldiers will risk their lives in only a few short weeks for the survival of the human race.
Sadly, because you failed to notice that ONLY the transports moved, and their escorts decided to either ignore the order entirely or they moved too late, nine billion brave men and women were just disintegrated in the blink of an eye, because they were attacked by a single tiny-class scout vessel with a single BB gun as its entire armament. Now you ragequit and stop playing for 9 months.
Can you understand how frustrating this is? Why, when the rest of the game is on the brink of flawlessness, has this aspect of the interface just been ignored, across 2 expansion packs and a bajillion patches? Surely I'm not the only person this irritates to no end.
I love this game and I just wish I wasn't always caving in to enemy demands for bribes, just so I wouldn't have to move my ships. I can FRAPS this to show just how much of a pain in the ass it is, if that helps.
Let's imagine just for the heck of it that the ships ALWAYS moved immediately after you hit TURN (they don't). Can someone please explain to me the benefit of having only one ship move? What if you want to move a group of ships to different destinations? How do you tell which ones already have orders? Or what if you're moving the ships to a desination and you want to form a fleet with some other ships that are already there? You're still screwed if they get attacked in the meantime because you haven't actually formed them into a fleet yet! Can someone tell me HOW this makes sense?
Can Frogboy or another developer if possible please explain the reasons? If I understood the reason, even if it still drove me crazy, at least I'd be able to know it's there for a reason.