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How is "Structures Only" different from the current functionality of "Structures"? Under the current implementation, the gem will only target structures, and will not target monsters unless there are no structures within range.
You can change the range of a tower by using the mouse wheel or the Up and Down arrow keys while your mouse is hovering over that gem.
Some of the other targeting options you listed would definitely be useful, though!
structures only would not target monsters, no matter what.
on the topic of improved targeting, why not add some sort of priority list? for example, if I set a tower to structures, I might not want it to target nearest to orb when structures are gone, I might want it to look for shadows.
you could even go so far as to take the structures only and break it into structures and none. if you were to put structures as 1. priority and none as 2., you would only target structures. you could also use this to for example change it to only target structures and shadows by saying 1.structures, 2. shadows and 3. none.
Sorry if I didn't make this clear in the original post! Uh, the primary difference as Sebastian rightly says is that it ignores monsters if there are no structures in range, entirely. This sort of gem would scrub Beacons off the battlefield without disturbing the horde of gem-summoned monsters on screen, letting your mana farm do all the harvesting it's capable of doing.
I currently do use the aforementioned technique of reducing the range of the tower, though, until I reach some sort of "Beacon critical mass." At which point as a player I'm forced to increase the range of the tower until it starts attacking beacons. This is fine, normally, but a grade 40 gem can clear out all the structures very quickly... and once it does that, it almost immediately wipes 100 or so monsters per second and maybe a lot more. It's almost impossible to tell the gem to stop without losing ~some~ monsters, simply because gems appear to target the next available damageable entity before the last hit on the previous target has landed. I have not tested that hypothesis, but that is how it looks at face value.
I recognized the desire for a priority list during the writing of this post, actually! I was concerned that the original implementation of the priority "circle" was an aesthetic choice, and I wanted to respect the developer's position on this matter as much as possible. Short of using Shift to change one set, Control to change another and Alt for a final set, I can't see too many ways of adding ALL possible extra features without it being overly complex or user-unfriendly. With three modifier keys, not including combinations, that's 32 different targetting priorities... Which, while temptingly detailed, would be really nasty stuff to keep track of if you've remembered where the target priorities are so that you don't have to pause all the time.
I /might/ be misunderstanding your intention, though, Sebastian. It seems as though you're referring to choosing multiple priorities for the same tower. I figure it could be something that would work, but again, I'm unsure of the implementation of the system. Though, if I understand what you're saying properly, the ability to target "Structures / At random / Without Monsters" would be incredible. The random distribution of shots would destroy all towers at virtually the same time, keeping the field well suppressed.
I was anxious to see the reaction to this suggestion; I'm glad it's for the most part positive right now.
this would remove a lot of micromanagement especially earlygame.
that would be even better, though possibly harder to implement.
maybe one could customise a certain set of tower behavious out of combat, allowing you to generate whichever behaviours you might need. imagine replacing the default set of priorities with more complex custom ones.
Ah, I see, I think I understand now. Both ideas seem pretty solid; like I said, my motivation for making this post at all was for a singular feature, but the opportunity it opens up is absolutely worth exploring. Any and all input is great to see, even if it doesn't see the light of day.