Remove the resource bars - the player should have to check the resource output/usage of each unit and add them together himself. Giving him that info freely gives him an unfair advantage, because otherwise he has to spend valuable micro time.
LOL.
Ok... let's pretend. What if a game designer removed them for some reason, and a Widget "put them back". After all, the game designer used an element that's in Spring, and accessible to Widgets. The engine "allows" this. No problem, right? Well, no, it's a major problem- you're now cheating.
It's not hard to imagine a situation where you'd run into this. In Merc Squad, I don't show Energy, I just show Metal (and call it "money"). I just used Metal because it was convenient, since it's built into the engine already. But I don't want people seeing energy, because at the very least, it's confusing.
But I can think of several game designs where I'd want to hide that from people for other reasons. And if a Widget displayed it... well,
that would be a cheat.
See my point here? Game designers working on UI are quite aware that we're
not giving you every single piece of information that's potentially available. That is game design, people.
I mean... why have LOS, when we could just see everybody's units? Wouldn't that be "better"? Hmm. Might be cheating.
Why not be able to see the economy of every player? Hmm.
Why not be able to see what your enemies are building right now? Hmm.
Why not be able to see cloaked units? Hmm.
Game designers
deliberately hide information... because it
enhances gameplay. It's just part of a game design, folks.
if the widget is publicly released its not cheating, because everyone can use it thus creating the oppourtunity for an equal playing ground. if some people are too dumb, ignorant or lazy to download and employ it, that is entirely their fault.
That's a silly argument.
"Publicly released" does
not mean everybody has it. "Publicly released" does
not mean everybody knows it exists.
Just sounds like an excuse for cheaters, to me- "oh, yeah, that thing I use to auto-micro my Zippers with... it's on website
http://www.cheatersRus.com... it's publicly released, u could have had it 2... so stfu nub, you got pwnd by mah mad Widgets, bitch".
Like a guy using something like that would even tell people he was using it. No, IRL, he'd just say nothing. Anybody who's played serious games competitively knows what I'm talking about- the guys with aimbots aren't about to tell you that, they know they'll get banned.
So... meh, that's a silly argument. We know that most players cannot even be arsed to read the Wiki here... yeah, right, they're going to regularly review what Widgets are available, and stay "informed"!
And yeah, right, we should let "who can find / write the best Widgets" become a part of Spring's gameplay.
Its strange that you have to explain yourself for something you did for fun and released for free.

Not to mention to be accused of cheating which is highly subjective.
Cheating is
not subjective. It has an objective definition. It's not complicated, either.
Cheating, in a video game, is defined as "a player of a video game creating an advantage beyond the bounds of normal gameplay, usually to make the game easier".
This is not "glitching", btw- that's taking advantage of a bug in the game design, and while that's lame, imo, it's not cheating.
Only game designers are allowed to decide who gets what, who sees what, who can affect whom. If third-party tools cross that line, they're cheats. It's not complicated, and there aren't any gray areas.
If I make a game where one side's units are blind, and you make a Widget that allows them to see... that's a cheat. Pretty simple, right?
However, most cheats are more subtle than that, like the headshot models that people used to put in CS. They don't technically improve your skill... they "merely" make it easier to do target recognition, which eats up precious tenths of a second. Pretty big advantage in a FPS with serious competitive play, where a tenth of a second may be the difference between missing that guy's head and pulling a header... which is why it's a cheat.
There isn't any difference between stuff that automatically shows you things in a RTS that you cannot possibly have through the game... and a headshot model in a FPS- and they're
both cheating.
The reason why people try to be wibbly and wobbly is that Spring's default UI is so underwhelming... that the urge to improve it has led people to a bunch of improvements that
are cheating,
technically, but are big improvements.
I'm entirely OK with that, actually. I understand the urge to fix things that aren't perfect.
However... there isn't any gray area about stuff like Defense Ranges. It's a cheater's tool, if it's not included with the game. I think that BA and CA both include it... so it's
not a cheat in those games, btw.
Spring, by default, makes you micro to see defense ranges, so if a game has left that default in place, and you're using that Widget,
you're cheating. It's not very complicated.
So... quit pretending there's a gray area here... there really isn't. The question is, what do we do about it? Well, here are the choices:
1. Game designers make a "pure" version of their game using a mutator, with NoCheat, and you just can't use the Widgets. There ya go, problem solved.
2. Game designers label the "unpure" version so that players know that people can and will be using stuff that isn't approved by the game designer.
There ya go- and at that point... it's totally fair to everybody. If players prefer playing "unpure" games, maybe that's a sign that there's something in the Widget world that is actually making the game more
fun.
That's just fine, and should be a normal part of things. If Widgets really do improve gameplay (which they certainly can) then that's great, people can then include them in "pure" games.
But this can't just continue onwards forever, without any changes, which is why I wrote WhiteList and cobbled together NoCheat. The end was coming sooner or later, guys- as people's coding skills have improved and the engine improved, it was inevitable.
In the FPS world, who plays on servers that openly say that hacks are allowed? In RTS games like WC3, where Lua Widget-like behavior is implemented, who lets you use third-party cheats?
Only in Spring, and only until this week, did we have a situation where ALL games were played with cheats allowed. And now we don't have to. Whether or not anybody else on the game-design end decides that this is a model worth implementing is irrelevant to me, the capability is here. It's as simple as that, really.
If this is mainly worrying about BA, since most Widgets are written for it... take it up with NOiZE, it's not like implementing a "pure" game is arbitrary, and I have no intention of making a mutator or whatever, that's NOiZE's prerogative. NOiZE has traditionally balanced the game for competition play, so frankly I wouldn't be surprised if he was interested in this.