The game should tell you when there are untaken units
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The game should tell you when there are untaken units
When a player that's your ally drops for some reason, sometimes you can miss the little message in the middle of the action.
I would like the game to broadcast a little reminder from time to time to the former player's allies, something like: "Player I_roXXorZ dropped. Type .take to take his units."
Any comments?
I would like the game to broadcast a little reminder from time to time to the former player's allies, something like: "Player I_roXXorZ dropped. Type .take to take his units."
Any comments?
Re: The game should tell you when there are untaken units
how is that any harder to not notice?Gabba wrote:When a player that's your ally drops for some reason, sometimes you can miss the little message in the middle of the action.
I would like the game to broadcast a little reminder from time to time to the former player's allies, something like: "Player I_roXXorZ dropped. Type .take to take his units."
Any comments?
Re: The game should tell you when there are untaken units
Kuroneko wrote:how is that any harder to not notice?Gabba wrote:When a player that's your ally drops for some reason, sometimes you can miss the little message in the middle of the action.
I would like the game to broadcast a little reminder from time to time to the former player's allies, something like: "Player I_roXXorZ dropped. Type .take to take his units."
Any comments?
The idea is that the message repeats until someone takes over the units (or at least it could repeat 5-6 times). The message that says that one player dropped appears once, too bad if you miss it.Gabba wrote: I would like the game to broadcast a little reminder from time to time to the former player's allies, something like: "Player I_roXXorZ dropped. Type .take to take his units."
@chillaaa: Very funny about the 72 font, but I doubt you want that on your screen
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Hmm
Well, what would be best it seems would be a more generic approach to messages, noting that some messages are more important than others. Such "high priority" messages, such as "X player's commander was destroyed" or "your commander is under attack" or "player N has left and has unclaimed units -- type .take at console to claim them" could be in larger font and linger longer.
Well im my imigination there would be a little window that would apear, and it would show a cheesy little propaganda movie about "Our allies have proven useless" or if your the other side "Enemy Allience Crumbles: Victory is Certen".
But a text message that is larger and lingers would be more usefull, and easyer to implement!
But a text message that is larger and lingers would be more usefull, and easyer to implement!
How about two different boxes then. One for unit related messages, and one for chat and general messages to everyone. Would also help with sync errors and stuf, cause it can become impossible to read at times, with all these sync errors flashng everywhere. Or mabey for sync issues, have an icon in the .info section if someone comes unsynced? Would solve alot of hassle. But a larger chat area with a sperate spot for the private unit messages is definatley needed.
We also need a box for psyhic messages from ancestors, angry opponents and Psychic Jill down on Fifth Street ... y'know, to keep the player up on the action in the ether. I mean, just because they're dead (and/or high on various illegal substances) doesn't mean they don't care about the value of good teamplay, solid advice and incoherent shouting.
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It IS a good idea with two message-boxes, though. Maybe, instead of the current "recieve-message, hit F3", we could have a sorts que system, so that instead of error messages, it'd drop a little 1.5x1.5 box down the right side of the screen, with a little symbol for different problems, wihhc the player then can click to be taken to the problem.
...
It IS a good idea with two message-boxes, though. Maybe, instead of the current "recieve-message, hit F3", we could have a sorts que system, so that instead of error messages, it'd drop a little 1.5x1.5 box down the right side of the screen, with a little symbol for different problems, wihhc the player then can click to be taken to the problem.