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The game should tell you when there are untaken units
Posted: 05 Oct 2005, 23:49
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?
Re: The game should tell you when there are untaken units
Posted: 06 Oct 2005, 01:09
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?
Posted: 06 Oct 2005, 01:23
by chillaaa
Make it in big red 72 size font. You wont miss it then.
Re: The game should tell you when there are untaken units
Posted: 06 Oct 2005, 01:27
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
Posted: 06 Oct 2005, 03:07
by SwiftSpear
chillaaa wrote:Make it in big red 72 size font. You wont miss it then.
hell, just make it say "AAAHHHUAGGHHGAGAAAHHHHH!!!"
Posted: 06 Oct 2005, 04:38
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.
Hmm
Posted: 06 Oct 2005, 04:55
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.
Posted: 06 Oct 2005, 06:29
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!
Posted: 06 Oct 2005, 12:56
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)
Posted: 06 Oct 2005, 13:12
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.
Posted: 06 Oct 2005, 20:32
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.
Posted: 06 Oct 2005, 20:50
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...