Let's remove groupAI feature from Spring - Page 5

Let's remove groupAI feature from Spring

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

Moderator: Moderators

Should be groupAI feature removed?

Yes, it's only confusing and not useful anymore.
24
40%
No, keep it.
36
60%
 
Total votes: 60

User avatar
Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

Forboding Angel wrote:
Felix the Cat wrote:Seriously. If we start removing stuff in favor of "easy" spam of buttons for every order you would ever want to give to a unit, I'll quit Spring, because that's totally idiotic. Really. BigHead, you may be a slow learner, but please don't translate your own failure to understand extremely simple concepts onto everyone who plays Spring.
TBH felix, he doesn't deserve this ^^^ Thats a bit over the top.
FA telling me to be nice?

I think the apocalypse happens tomorrow.

However, push a stupid idea, get a stupid response. I'd expect the same if I posted, say, demanding for the "hold position/maneuver/roam" button to be removed because it is "confusing".
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Well fair enough, however, Making the interface easier to use is important, but when it comes to removing functionality is when I get annoyed.
User avatar
cong06
Posts: 140
Joined: 15 Mar 2007, 22:03

Post by cong06 »

Felix the Cat wrote:I'd expect the same if I posted, say, demanding for the "hold position/maneuver/roam" button to be removed because it is "confusing".
And the difference is, how many games do you know that give units the option of "Roam, hold, Aggressive" stances, etc? And even when they do have that option, they have an "Advanced Button" that activates or de-activates these higher level options (thinking of the Classic, what everyone's played: Age of Empires).
And now how many games do you know that give the option to upgrade "Mexes." the Confusion going with the word: Mexes, along with the fact that the game can do all the work for you...

Beginners can't handle it. For them simpler is MUCH better. And we're marketing to them, so I expect that the simpler it gets (appearance anyway) the more popular it will be for learners.

Example: Starcraft. It has some of the simplest setups. you can only queue 5 units, the tech tree is simple. units do exactly what you expect...resource gathering, few options for units, etc. People play it all the time. It was easy to pick up and it's great for LAN games. It has the bare features that make it playable, and enjoyable.

If we can leave the features there for experienced players, and make them "invisible" to the people that won't want to see them...that will give the most playability, and most attractiveness.


Finally, after re-reading your post, you are again confused. BigHead clearly stated HIDE the option not remove the option.
User avatar
Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

Forboding Angel wrote:Well fair enough, however, Making the interface easier to use is important, but when it comes to removing functionality is when I get annoyed.
Agreed on both points.

However, removing features and making the interface easier to use are not the same thing. Removing features does not make the interface easier to use; making the interface easier to use does not necessarily involve removing features.
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Post by REVENGE »

cong06 wrote:
REVENGE wrote:What I would like to see is an lua gadget that allows adv cons to upgrade mexes by being able to place moho mex build orders over the existing mexes. That way, you can still have build ques, you don't need to toggle a groupai, and you can choose between reg mexes and exploiters for core.
Forget that, why not just salvage any non-movable object that is in the way of any build order.

Then you can do it for Advanced fusion, (replacing the solar panels, etc) and the metal makers as well.

The only limitation would be accidentally salvaging a building that you wanted to keep because a build order overflowed to a building you wanted, but I'm sure with some creativity there'd be a solution.
The solution is simple. Bind the replacing part of it to a hotkey or something. When you place a build order with the hotkey pressed, you can place the order over an area that already has buildings, and the blocking buildings will be replaced automagically. Could be useful in any number of situations. Only problem is, we'll be running out of hotkeys on our keyboards. ^_^
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Well, I've talked to BigHead quite a bit in the lobby before, and he's a really decent guy from what I can tell. I think his intentions are good (and probably in line whith what most of us think is a good thing), he's just not super awesome at explaining it.
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

Is this thread serving any further purpose?
User avatar
BigHead
Posts: 145
Joined: 12 Jul 2007, 18:55

Post by BigHead »

Felix: I mostly ignore your irrelevant posts and still you seem to be angrier and angrier. There's an article in the wiki regarding forum ethiquete. I suggest you read it.
Edit: After reading what I've written I've decided to delete it.

Forum mods: In the time of shrinking Spring player base I think this topic addresses important issue. The thread should propably be moderated a bit more. I wouldn't mind if this post of mine was deleted together with a few others.

Edit:
LordMatt wrote:Is this thread serving any further purpose?
Propably not :(
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

I'll unlock this if BigHead requests me to.
Locked

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