Qjet wrote:What is the function of an officer?
It is to constantly direct forces within its radius to a destination, these inturn can be to other officers, thus being a standing order waypoint
Yes and no. An officer in goto mode directs units. Officers can be turned off and on, and can create formations, as well. However, in general, I agree with your point.
Qjet wrote:What is the function of a waypoint?
It is to direct a selected force along a set of points to a final destination
So, basically, a waypoint is a one time use officer. It would be equivalent to creating an officer, waiting for a particular group of units to go by it, then destroying that officer. There is not, as I see it, any great fundamental difference between "standing orders" and "waypoints," except that one is intended to stick around, and the other is intended to be one time only. Honestly, Multiwinia is simple enough in interface and mechanics that I really don't see the benefit of making the distinction.
Qjet wrote:an argument that officers are waypoints thus we don't need waypoints is just the same as saying
"a single officer is an order, thus we don't need to be able to manually move units"
But I am not saying that officers are waypoints, I am saying that everything that you might do with waypoints in another game can be done with officers in this one, or isn't something that you would need to do in Multiwinia.
Generally, when I play Multiwinia, I set up an officer (or two) at each spawn point (the second would be in formation). These officers tell DGs to go to someplace near the frontlines, or to another officer who will give them further orders. In this regard, all DGs are given orders from the moment they are born. So, there is no reason that I would need waypoints to give DGs orders upon creation -- they are already being directed to some location.
Once they get to where they are going, they are likely to be engaging in combat. In combat, there really is not a lot of reason to maneuver DGs around a lot. They do most of the fighting for themselves, and the fine degree of control that waypoints might give you is almost entirely negated by the attack-fire-run AI of the DGs -- in combat, they are likely to disregard many of your orders, anyway. Furthermore, when you are in combat with your DGs, the scale of the battle is generally small enough that the problems with the pathfinding algorithm don't manifest.
So, again, I really don't see the advantage of having waypoints. I am not saying that you are wrong, I just don't understand the necessity. Like bert_the_turtle, I am not really opposed to waypoints (well, that is not entirely true -- if you asked me, point blank, I would be forced to say that waypoints would complicate the Multiwinia interface, and not provide any great advantage in terms of usability, but that the effect would be relatively minor -- I am slightly opposed to waypoints). I just don't understand why you and Cyan. are so passionate about them, and I don't think that either of you really understands who you need to make the case to, or how strong that case needs to be.
Introversion are in charge of changing the game. Personally, if I were Introversion, my opinion would be that the arguments that you have made are pretty weak -- you make a case for waypoints, but you don't make an incredibly strong one, and I don't want to spend the time rewriting the game to make it work. That is the compelling reason that I was talking about earlier -- you don't need to convince me, you need to convince IV.