The game should tell you when there are untaken units

The game should tell you when there are untaken units

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Gabba
Posts: 319
Joined: 08 Sep 2004, 22:59

The game should tell you when there are untaken units

Post by Gabba »

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?
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Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Re: The game should tell you when there are untaken units

Post by Kuroneko »

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?
how is that any harder to not notice?
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chillaaa
Posts: 234
Joined: 16 Mar 2005, 00:12

Post by chillaaa »

Make it in big red 72 size font. You wont miss it then.
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Gabba
Posts: 319
Joined: 08 Sep 2004, 22:59

Re: The game should tell you when there are untaken units

Post by Gabba »

Kuroneko wrote:
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?
how is that any harder to not notice?
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."
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.

@chillaaa: Very funny about the 72 font, but I doubt you want that on your screen
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

chillaaa wrote:Make it in big red 72 size font. You wont miss it then.
hell, just make it say "AAAHHHUAGGHHGAGAAAHHHHH!!!"
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Fritokane
Posts: 40
Joined: 27 Sep 2005, 16:06

Post by Fritokane »

SwiftSpear wrote:
chillaaa wrote:Make it in big red 72 size font. You wont miss it then.
hell, just make it say "AAAHHHUAGGHHGAGAAAHHHHH!!!"
Also, play screechy violin music at 2x the normal volume when it's displayed!

BEST. FEATURE. EVER.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Hmm

Post by Pxtl »

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.
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

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!
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Well, i agreee that the current approach of "put everything in that middle window" is flawed.

Later, its impossible to read chat messages or warnings just because there are so many "couldnt reach destination"&co messages spamming the log (especially when dealing with large packs of ships or tanks)
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

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.
Durandal
Posts: 126
Joined: 05 May 2005, 16:27

Post by Durandal »

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.

...

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.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

hmm, Gnomewhat's the exact wording and spelling of the message? Maybe I might eb able to provide a stopgap solution to people missing it...
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