OOPz 10 Posted September 20, 2009 what is the difference between 1,6 'stop' and 1,7 'wait for me'? i assumed they would wait for me then start moving again when i got close, but they do not? Share this post Link to post Share on other sites
mrcash2009 0 Posted September 21, 2009 (edited) Unless i'm wrong (please correct me if so) "wait for me" is direct opposite to "Advance" ... IE: advance = all team AI will move in formation "ahead" of you so your are effectively at the rear of the group (although AI will still stay in formation and follow your direction, its just they are in front of you instead). This is good if you coming up onto a position and as leader you want the team to be ahead so you can direct from the rear. So when they are in the above situation, selecting "Wait for me" means they will fall back behind you in formation so you are back to being the leader ahead of them like it is by default. This will only work if they are in formation / and works as a reverse effect to "Advance". "Stop" on the other hand simply makes the team stay/stop in the position they are in/halt no matter where you go or what you do. In this situation you either direct them with point and click/waypoints etc or request them to "return to formation" to get them to follow you again. And if I am wrong or have this confused, please slap me :) Edited September 21, 2009 by mrcash2009 Share this post Link to post Share on other sites
Alex72 1 Posted September 21, 2009 SPACE-1-1 "Regroup/Form on me" would be the same as "wait for me" then? I have to check that out. Share this post Link to post Share on other sites
Bad Pilot 0 Posted September 21, 2009 "Stop" makes them stop. "Wait for me" also makes them stop but has the happy side-effect of removing their anxiousness at being away from the squad-leader. You don't therefore get the "where are you?" messages and their morale remains ok. Share this post Link to post Share on other sites
horrgakx1 10 Posted September 21, 2009 The game simulates morale?? Share this post Link to post Share on other sites
Alex72 1 Posted September 21, 2009 The game simulates morale?? Yes. Thats what makes them decide if they should flee or fight. The morale is affected by a number of factors such as how many they are contra how many they face, how you play (well played and you can see them flee) and i think depending on what weapons they have. If you have more fire power it can lower their morale and make them flee/give up (if the surrender module is used - up to mission makers). Alex Share this post Link to post Share on other sites
frederf 0 Posted September 21, 2009 MrCash, that's an interesting theory. I'll definately have to test that out. You'd think if Wait for Me was akin to Advance, Left Flank, Right Flank that'd it be right next to those other orders. My impression of Wait for Me was that it was a "Stop until I get near you then auto-rejoin" which would actually have the same effect. I swore that's how it worked one time I used it but I really don't know. It also kills me that the "offset formation" commands are labeled advance, flank left, flank right, stay (fall?) back. It's not exactly the correct word usage that you chalk up to Czech-English language barrier. I really wish BIS would get a decent English language/ Military language specialist to sort a lot of their wordings. Share this post Link to post Share on other sites
OOPz 10 Posted September 22, 2009 yeah, was a while before i noticed my guys didnt 'flank' when i ordered a flank right/left. i kept expecting them to appear on the flank and exploit the angle, but no :/ Share this post Link to post Share on other sites
frederf 0 Posted September 22, 2009 Yeah, I also expected advance to have them move forward in an advancey like way. Only later did I discover it just shifts their position in the formation X+/- or Y+/- from the formation (0,0). Also I gave it some more testing and no, wait for me doesn't cause them to auto-rejoin when you get close. I'm now leaning toward the idea it just makes a WAIT order waypoint which is pretty much functionally identical to a plain halt order. Of course Dev Diary No.3 doesn't touch on this at all... sigh. Share this post Link to post Share on other sites