Even more suggestions

Even more suggestions

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

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colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Even more suggestions

Post by colorblind »

Ok, I'm sorry, I know how little devs there are and how much there is to do. But I just had some ideas that I felt like sharing with you guys, and I won't feel offended if they get ignored.
Anyway, here they are:
  1. An 'undo' command
    Ever done a ctrl-z followed by an attack order, only to discover that you accidentally have selected all your construction units as well? Well I have, and it's pretty annoying. An undo command would send them back to their factory-guardian orders they had before, saving the player a lot of trouble.
  2. More detailed selection information
    To stop the above from happening it would be nice to have the tooltip display a little more information than "37 units selected". How about "20 brawlers, 10 hawks, and 7 farks selected"?
  3. A 'subtract from selection' command is already implemented, doh!
    In addition to the previous suggestion, removing the 7 farks from the current selection would be the most obvious thing to do. What better tool than a 'subtract from selection' command? (If you've ever worked with Photoshop you'll know what I mean; shift adds and alt subtracts from the current selection).
  4. A radar-detection unit
    Ok, maybe I stole this one from SupCom. But the tactical information of whether or not you're in someone's radar range can be crucial sometimes. I'm pretty sure this can be coded into Spring, and it would make a superb addition to the gameplay imho.
  5. A 'draw-in-map' cursor
    I want a paint cursor when I press "~"! Please, someone, make me a paint cursor.
Let me know what you think about these silly ol' ideas of mine.
Last edited by colorblind on 29 Nov 2005, 22:15, edited 2 times in total.
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Maelstrom
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Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Undo command, while handy, isnt really that needed.

The more detailed selection info was in the 'New GUI' IIRC, so bug them about that.

You can ctrl+click units to deselct them already, but a way to deselect every one of a type of unit would be handy.

Just make a radar jaming unit to hide from radar. Much easier.
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aGorm
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Post by aGorm »

You know in Homeworld how it would list what you have selected in the top courner?? And then you could de-select things in that list, or give formation comands and such from taht list... Now that was aussum.
This would also make it loads easyer to tell if you have your farks selected too, and get rid of them.

Currently you can't sub-select in TA-Spring, but I think that would be a nice feature to add in to, as currently when you have a build unit in with your forces you dont have the attack buttons, nor the build menu. if you could sub select the unit types within your selection, then it could bring up the appropriate menu. This wasy you can move your whole army along with some build units, and then on the way start giving the different units there own roles whilst still having the same groupe selected.

Of course this then frees up the Ctrl-1-9 keys for different armies, insted of different task forces within your army.
(IE - I normaly have several groupes of builders in the Ctrl keys, and the rest for one or maybe two armies, this way I could have only 1 taken up by builders and 8 for 8 totaly sepperate armies each with there own special forces..)

Anyway, just a neat idea (in my oppinion)

aGorm
mongus
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Joined: 15 Apr 2005, 18:52

Post by mongus »

1 yeps, nice. (but how hard to do?).
2 the gui version had this, in some releases its not there, but it used to have thumbnails and unit count at top rigth. That is still hard to manage if you have 50+ types selected...
3 Its there, is control, control and lmb. It works dragging a box too.
4 makes sense.. adds to the jammer/radar/cloak/sneaky gameplay.
what if its like the mexes extraction radius? (just press f4 and you se there is a mex near), so you can press L and see the "in LOS" radar signal?

Not much fundament for that..
i use to scout for radars and jammers, you can TELL when there is a jammer, you even can tell when you are "under radar" when there is long range weapons.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

No it shoudlnt be sorted by type it should be sorted by unit class, such as is ti artillery si ti a bomber, a builder a defnece etc. That way the whole thgin in an attack group boils down to a maximum of say 6 or 7 different types being shwon depending onthe map beign played.
el_muchacho
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Joined: 30 Apr 2005, 01:06

Post by el_muchacho »

aGorm wrote:You know in Homeworld how it would list what you have selected in the top courner?? And then you could de-select things in that list, or give formation comands and such from taht list... Now that was aussum.
aGorm
Very nice indeed. It would completely change the way to play the game (for the better).

A new entry (i.e a group which has been issued a command) in the list would disappear from the list only once the command is executed (go here, attach that, buikd this, etc). Clicking on an entry in the list would center the view on the group or select the group, meaning that the units can be issued another command even though the previous one is not finished.

This way , there would be no need for an undo, which is probably not worth the trouble, and it would reduce micromanagement while increasing strategy scale management. The only pb is, the list could easily grow quite long, and thus, there is a user interface problem. But inferring from what Chris Taylor has said about reintroducing strategy in his new RTS, I wonder if SupCom is not going to do just that.
colorblind
Spring Developer
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Post by colorblind »

I just realized that (2) and (3) are GUI specific. They should be on a "new GUI wishlist". Why isn't there such a thing yet? Because honestly while the current new GUI looks a bit slicker than the current one, it's basically the same. You can't do anything new with it, such as aGorm, el_muchacho, and some others (including me) would like.
So who's going to set up a "new new GUI wishlist"? And more important, who's going to code the "new new GUI"? (Don't mind me, I like raising rhetorical questions.)

Oh and I added point (5). Such a simple thing, though so much more intuitive.
Torrasque
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Post by Torrasque »

Point 2 and 3 are already in the new gui.
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Min3mat
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Post by Min3mat »

point 5 i'm assuming u want a paintbrush of some sort? a fill function would be good too ;) nah i'm just playing a pretty paintbrush (preferably dripping and 3D :D) would be fun :D
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SwiftSpear
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Post by SwiftSpear »

If you are out of LoS and plasma bombs hurdling at you, then you are in radar range.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: Even more suggestions

Post by zwzsg »

colorblind wrote:More detailed selection information
To stop the above from happening it would be nice to have the tooltip display a little more information than "37 units selected". How about "20 brawlers, 10 hawks, and 7 farks selected"?
What would happen if I do a ctrl A late in a game? Would my screen gets entirely filled by scrolling text? Would a popup "Error: needs a couple more monitors to show info" appear?
colorblind wrote:A 'draw-in-map' cursor
I want a paint cursor when I press "~"! Please, someone, make me a paint cursor.
Already implemented, doh! Read your Spring manual.
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SinbadEV
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Post by SinbadEV »

I think he want the cursor to change when he is drawing... you know, in case he doesn't notice he has his finger on the ~ key...
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SwiftSpear
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Re: Even more suggestions

Post by SwiftSpear »

zwzsg wrote:
colorblind wrote:More detailed selection information
To stop the above from happening it would be nice to have the tooltip display a little more information than "37 units selected". How about "20 brawlers, 10 hawks, and 7 farks selected"?
What would happen if I do a ctrl A late in a game? Would my screen gets entirely filled by scrolling text? Would a popup "Error: needs a couple more monitors to show info" appear?
colorblind wrote:A 'draw-in-map' cursor
I want a paint cursor when I press "~"! Please, someone, make me a paint cursor.
Already implemented, doh! Read your Spring manual.
If it goes past an arbitrary ammount like 5 unit types or something it just loops back to the "Units: 250" style. Limits are not at all hard to orchistrate through C++ code.
IMSabbel
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Post by IMSabbel »

Not to mention that that feature was already in the test versions of the new GUI 4 months ago and worked like a charm...
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Dragon45
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Post by Dragon45 »

Guys dont forget, the whole thing about TA is that it was to reduce micromanagement and let you focus on larger resource gathering and getting more units to flign at your enemy. IMHO, creating a task queue that you could ctrl-z out of would be a complete waste of time. Same goes for the StarCraft-style unit selection/deselection.

The only thing I would suggest is that the game come with the settings.exe already configured to have a "When selecting, select only [builders/attackers]", just so that requests like this wuld stop popping up.


Seriously, the engine is already very powerful as it is; the thing now is to find out how to use it. There's not a lot of work that needs to be done in terms of major features. The problem we had with TA was that we had no access to source code and had to hack everything. The problem with Spring is that we have access to source code and refuse to hack anything.
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SwiftSpear
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Post by SwiftSpear »

Dragon45 wrote:Guys dont forget, the whole thing about TA is that it was to reduce micromanagement and let you focus on larger resource gathering and getting more units to flign at your enemy. IMHO, creating a task queue that you could ctrl-z out of would be a complete waste of time. Same goes for the StarCraft-style unit selection/deselection.

The only thing I would suggest is that the game come with the settings.exe already configured to have a "When selecting, select only [builders/attackers]", just so that requests like this wuld stop popping up.


Seriously, the engine is already very powerful as it is; the thing now is to find out how to use it. There's not a lot of work that needs to be done in terms of major features. The problem we had with TA was that we had no access to source code and had to hack everything. The problem with Spring is that we have access to source code and refuse to hack anything.
I disagree. I don't think TA had anything to do with removing micromanagement or making stupid frustrating uneditable task queues. Those things people tryed to impose on it later. Why would I want to play an RTS about building? I want to play an RTS about blowing stuff up.
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