Attack Range Selectability

When more then two units are in a stack that have different ranges you should be able to decide engagement range.

So if there is Destroyer, Cruiser, and Battleship, there would be a selection box that lets you pick range to use when attacking. Or add a line of text, 'Shift Click on unit to set preferred attack range"

Then when setting an attack units will use that range.

If I got 10 artillery and 2 infantry, I would want to bomb from a distance, so I would pick artillery range.

If I wanted to get to city fast and had 5 infantry and one artillery, I would set to melee range, but the artillery would still stop and fire when it reloaded during the closing of distance to target.

If I have a fleet, I should be able to choose if I want to engage only cruisers bombarding, or close for destroyer range attack also. again an important difference depending on circumstance.

2 Replies

Some of the things you propose are High Command features (for example, the ability of arty to fire "on the go").

For naval battles, what you suggest would be interesting but complicated (3 ranges usually) and it can emulated by simple Move commands.

I have the High Command, and I think I know what you mean by firing as they move.

As far as 3 ranges, it would be programmable easy. Currently they probably do a check,

is there a ranged unit, if yes, stay at longest ranged unit range, and bomb till city is completely leveled (not wanted most of the time, once units are gone then should move into occupy with most structures still intact).

I have seen 1 arty 4 infantry bombard even after all the enemy troops are gone. Even an arty should move in to take a city if all enemies in sensor range are gone.

It would be helpful if you want to bombard from cruiser range, or instead attack using all your ships as an example. (AI could also find best option, but I don't think it does that right now)

Instead they could add a line somewhere on dialog, Shift Click unit to set that combat range, then when approaching the same code currently used would simply do the same check then check for user override range selection. or a button that says Range, and click it to cycle through possible ranges for the current unit.

And it would provide info to player, a new player would understand when the range button hover text says current range set to 'artillery' or 'railgun' or 'melee combat'

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