Beherith wrote:An issue I see off the bat is how will the commands be layed out when multiple unit types are selected?
The current system of deciding what gets displayed in the building and commands menu is good overall, doesn't seem in need of changing. A grid system would simply use what already exists, repositioned.
With multiple constructors selected lowest tech builder menu takes priority, followed by subsequent levels. Also builders take priority over factories when displaying build options.
I'd rather see highest tech take priority, as in general if I select a group with a t3 bot in, its normally because I want them all to work on a t3 project together (like a fusion or extractors).
As for mixtures of combat units and command, I think all the generic attack, patrol etc commands fit perfectly onto the 12 keys from "q>v" already. Gridding them to match what you see in your onscreen simply makes the mental link between the keyboard and on-screen menu more intuitive.
For example the 2nd row keys asdf for grid based could be: a - attack, s - stop, d - defend (guard), f - fight. I wouldn't include top row commands such as repeat on, hold fire, roam in the grid - as fast access to such commands isn't so essential. \ could be used to cycle the menu selector down another 3 blocks at a time, eventually looping back round to the original block.
Example of grid in sc2, applies to building and units
http://starcraft2guidepro.com/wp-conten ... idmain.jpg