A lot of people seem to be asking for upgradable mexes... - Page 3

A lot of people seem to be asking for upgradable mexes...

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

Moderator: Moderators

Do you think this is a good solution?

Yes
11
31%
No
16
44%
Yes, but the devs have better things to invest time in.
9
25%
 
Total votes: 36

User avatar
Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Re: bleh

Post by Zenka »

BigSteve wrote:Err if you actually read my post..... You'll find I said the its the difference between the good and the really good players - not noobs and veterans for godsake read what I've written before you try to make me look like an idiot :)
Right you are. (/me hand BigSteve a cookie to make up for bad reading). Still micromanaging is a hard job to do good. So why not making the tools better? Isn't that what the whole new GUI is about?
The point might not really be the convinient of the replacing, more the time it takes. If you need to reclaim the old mex. That takes up time from the unit, and again your attention to place the moho. Or wait for the Self-D and see the surrounding building be damaged.
This process is part of Spring; a aspect of the game. You might loose it by makeing it simple (in a short vision of the word) to do.

This might explain the discussion about all this. But I think that skill in mex placing is not suppose to be necessary in Spring.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Pxtl wrote:And give us a good "area reclaim" (if there isn't one already that I haven't seen) for quick resource claiming and clearing land for large construction projects.
- Just drag the mouse while the button is depressed for area reclaim.
- Whenever your order a cons to build a structure in a forest, it automatically begins by reclaiming the tree to clear up the area.
patmo98
Posts: 188
Joined: 09 Jan 2006, 17:51

Re: Yep

Post by patmo98 »

Pxtl wrote:I think fundamentally the best approach is to allow the player to order a construction unit to build something unbuildable. Some way to say "Yes, I know that there's a mexx there - just go build the damn thing anyways, it'll be gone by the time you start building the moho".
I agree with this, no auto-reclaiming. If you give the order to reclame before hand the unit is reclamed, and if you don't then your unit will just timeout and move on. This way you won't accedentally reclame something valuable, and you can still que orders in advance. This also conforms with KISS.
User avatar
Tim Blokdijk
Posts: 1242
Joined: 29 May 2005, 11:18

Re: Yep

Post by Tim Blokdijk »

patmo98 wrote:...

I agree with this, no auto-reclaiming. If you give the order to reclame before hand the unit is reclamed, and if you don't then your unit will just timeout and move on. This way you won't accedentally reclame something valuable, and you can still que orders in advance. This also conforms with KISS.
+1 From me
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

This would also solve the problem of knowing where enemy mex's are because you cannot build there - let it try anyway, without warning the player.
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Re: bleh

Post by SwiftSpear »

BigSteve wrote:Doomweaver said
I agree with you swifty, Im a fan of logical micro too, but I dont really feel that not having an auto reclaim/build button is illogical, to me it just makes the game more intense as theres more stuff to manage,
Im not having a go at you guys... Zenka is right we are here to put forward ideas to the devs, Im just saying I dont think this one is necessary.
It doesn't flow with the current structure of the game. Every other string of commands I can set in queue without it ending partway through with the one exception of upgrading mex to moho. I agree, the hold/build master hotkey is exactly what we need in this situation.
Post Reply

Return to “General Discussion”