--- id: wiki-2026-0508-combat-controls-update-feb-2014 title: Combat Controls Update (War Commander, Feb 2014) category: 10_Wiki/Topics status: verified canonical_id: self aliases: [combat controls, hotkey commands, attack-move, hold-position, fire-at-will, micro-management] duplicate_of: none source_trust_level: B confidence_score: 0.85 verification_status: applied tags: [game-design, rts, war-commander, hotkey, micro-management, npc-ai, balance-patch] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: game design applicable_to: [RTS Design, Hotkey Pattern, NPC Stance Design] --- # Combat Controls Update (Feb 2014) ## 매 한 줄 > **"매 static stance → 매 dynamic command"**. 매 RTS 의 hotkey-driven micro-management. 매 attack-move (A), move (M), stop (S), hold (D), fire-at-will (F), spread (X). 매 modern RTS pattern 의 reference. 매 [[Baiting]] 의 stance 의 base. ## 매 핵심 ### 매 6 primary command | Key | Command | Purpose | |---|---|---| | A | Attack-move | 매 fire while moving | | M | Move | 매 no fire, fast position | | S | Stop | 매 cancel orders | | D | Hold Position | 매 fire only in range, stay | | F | Fire-at-Will | 매 wide aggressive chase | | X | Spread Units | 매 anti-AoE | ### 매 secondary - **B**: Enemy Health (toggle). - **Shift + 0-9**: Group assign. - **Ctrl + 0-9**: Group select. ### 매 vs 매 old static stance | Old | New | |---|---| | Stand Ground | Hold Position (D) | | Aggressive | Fire-at-Will (F) | | Normal (default) | (no key — default) | → 매 new 의 movement 시 의 reset. ### 매 design principle 1. **Single-key access**: 매 muscle memory. 2. **Verb-based**: 매 action 의 explicit. 3. **Toggle clarity**: 매 mode 의 visible. 4. **Group control**: 매 large army. 5. **Tactical depth**: 매 baiting / kiting / focus fire. ### 매 modern RTS lineage - **StarCraft / SC2**: 매 deep micro. - **Company of Heroes**: 매 squad orders. - **Total Annihilation**: 매 rich command. - **Age of Empires**: 매 simpler. ### 매 tactical use case #### Push (A) - 매 attack-move 의 advance. - 매 enemy 의 encounter 의 stop + fire. #### Reposition (M) - 매 turret range 의 escape. - 매 baiting unit 의 lure. #### Defense (D) - 매 chokepoint 의 hold. - 매 anti-bait. #### Cleanup (F) - 매 wide patrol. - 매 mop-up. #### Anti-AoE (X) - 매 mortar / heavy 의 incoming. - 매 disperse. ### 매 design lesson (modern game) 1. **Hotkey 의 grouping**: 매 left hand 의 reach. 2. **Action 의 reversibility** (S 의 cancel). 3. **Stance 의 explicit visualization**. 4. **Default 의 sensible** (Normal). 5. **Group 의 multi-front 의 enable**. ## 💻 패턴 (응용 — RTS command system) ### Command system ```ts enum CommandType { ATTACK_MOVE = 'A', MOVE = 'M', STOP = 'S', HOLD_POSITION = 'D', FIRE_AT_WILL = 'F', } class Unit { command: CommandType = CommandType.NORMAL; target: Vec3 | null = null; setCommand(cmd: CommandType, target?: Vec3) { this.command = cmd; this.target = target ?? null; } update() { switch (this.command) { case CommandType.ATTACK_MOVE: // 매 move + 매 enemy in range 의 fire const enemy = this.findEnemyInRange(); if (enemy) this.fire(enemy); else this.moveTowards(this.target); break; case CommandType.MOVE: this.moveTowards(this.target); // 매 no fire break; case CommandType.HOLD_POSITION: // 매 stay + fire 매 in range const target = this.findEnemyInRange(); if (target) this.fire(target); break; case CommandType.FIRE_AT_WILL: // 매 wider range, chase const remote = this.findEnemyInRange(this.range * 1.5); if (remote) { this.chase(remote); this.fire(remote); } break; case CommandType.STOP: // 매 cleared break; } } } ``` ### Group control (Shift + N) ```ts class GroupManager { groups: Map> = new Map(); assign(num: number, units: Unit[]) { this.groups.set(num, new Set(units)); } select(num: number): Unit[] { return [...(this.groups.get(num) ?? [])]; } } // 매 keyboard handler function onKeydown(e: KeyboardEvent, selected: Unit[]) { if (e.shiftKey && /^\d$/.test(e.key)) { groupManager.assign(+e.key, selected); } else if (/^\d$/.test(e.key)) { selectAll(groupManager.select(+e.key)); } } ``` ### Attack-move pathing (A*) ```python def attack_move_path(unit, target, world): """매 path along + 매 fire 의 enemy.""" path = a_star(unit.position, target, world.grid) while unit.position != target: # 매 매 step 의 fire check enemies_in_range = world.enemies_within(unit.position, unit.range) if enemies_in_range: unit.stop_movement() unit.fire(closest(enemies_in_range)) if not enemies_in_range_after_fire(): unit.resume_path(path) else: unit.step(path) ``` ### Stance 의 visual indicator ```tsx function UnitIndicator({ unit }) { const stanceColor = { 'attack_move': 'red', 'move': 'blue', 'hold': 'orange', 'fire_at_will': 'purple', 'normal': 'white', }[unit.command]; return (
{unit.command}
); } ``` ### Spread formation (X key) ```python def spread_units(units, center, min_distance=3): """매 AoE 의 minimize.""" new_positions = [] for unit in units: # 매 lloyd's algorithm-like for _ in range(10): random_offset = Vec3.random() * (min_distance * 2) candidate = center + random_offset if all(candidate.distance(p) >= min_distance for p in new_positions): new_positions.append(candidate) break else: # 매 fallback new_positions.append(center + Vec3.random() * min_distance * 3) for unit, pos in zip(units, new_positions): unit.setCommand(CommandType.MOVE, pos) ``` ### Hotkey config ```yaml # game-config.yml hotkeys: move: 'M' attack_move: 'A' stop: 'S' hold_position: 'D' fire_at_will: 'F' spread: 'X' enemy_health_toggle: 'B' group_assign: 'Shift+0-9' group_select: '0-9' discoverability: show_hint_on_first_play: true context_menu_items: 'all 6 command' ``` ## 🤔 결정 기준 | 상황 | Command | |---|---| | Push 전선 | A (attack-move) | | Reposition / bait | M (move) | | Defense chokepoint | D (hold) | | Patrol / mop-up | F (fire-at-will) | | AoE incoming | X (spread) | | Cancel / reset | S (stop) | | Multi-front | Group + Shift+N | **기본값**: 매 single-key + visible stance + default Normal. ## 🔗 Graph - 부모: [[Game-Design]] - 변형: [[Behavior-Tree]] - 응용: [[Baiting]] · [[Pursuit-Logic]] · [[War-Commander]] - Adjacent: [[Boss-Orchestration-and-Gimmick-Management]] · [[Cognitive-Evaluation-Theory]] (mastery) ## 🤖 LLM 활용 **언제**: 매 RTS design. 매 hotkey UX. 매 unit AI stance. **언제 X**: 매 turn-based (다른 paradigm). ## ❌ 안티패턴 - **No hotkey**: 매 mouse 의 only — 매 slow. - **Hotkey 의 right hand**: 매 mouse 의 conflict. - **Stance 의 invisible**: 매 confusion. - **Default 의 wrong**: 매 player 의 X-by-default. - **No group**: 매 large army 의 micro X. ## 🧪 검증 / 중복 - Verified (War Commander patch notes Feb 2014, RTS design literature). - 신뢰도 B. - Related: [[Baiting]] · [[Combat-AI]] · [[Boss-Orchestration-and-Gimmick-Management]] · [[Game-Design]]. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-04-27 | Auto-mapped | | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — 6 command + 매 attack-move pathing + group + spread code |