Simplification of Resource Management

Simplification of Resource Management

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

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Doomweaver
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Joined: 30 Oct 2004, 14:14

Simplification of Resource Management

Post by Doomweaver »

I reckon we ought to have some slightly easier to take in at a glance way of expressing costs. As well as listing the total metal and energy cost of a unit when you move your mouse over the icon, it should also say, if the unit is built by the selected unit(s), how much metal/energy it will cost per second.

When you have construction unit(s) selected, and move your mouse over a construction, it should also come up with how much extra it will cost you person second if you issue that command.

Scrolling over an unbuilt building should also tell you, at the current rate, how long before it finishes.
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Re: Simplification of Resource Management

Post by Torrasque »

Doomweaver wrote: When you have construction unit(s) selected, and move your mouse over a construction, it should also come up with how much extra it will cost you person second if you issue that command.

Scrolling over an unbuilt building should also tell you, at the current rate, how long before it finishes.
These to would be very usefull.
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Gabba
Posts: 319
Joined: 08 Sep 2004, 22:59

Post by Gabba »

It does sound good. We just need an appropriate way of integrating that into the GUI.
sparkyhodgo
Posts: 128
Joined: 24 Feb 2005, 19:05

Post by sparkyhodgo »

Count on Doomweaver for more good ideas! Adding to request list...
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

How about an ETA for long distance hauls of units then, and nukes aswell
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[K.B.] Napalm Cobra
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Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

You would only really need an eta for huge "epic" class maps. But it would be a nice little polishing feature, like a speedometer in the unit you're controlling.
Doomweaver
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Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

What's an eta?
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[K.B.] Napalm Cobra
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Post by [K.B.] Napalm Cobra »

Estimated Time of Arrival
Doomweaver
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Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

ahhh, yes, that would be useful too.
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

It should be really simple, I think, maybe even just time=distance/top speed.
Doomweaver
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Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

O, and wreckages should give you metal as you reclaim them, not at the end (but i'm sure that's already in place.) Then we can have another scroll over thing for how much metal/second for wreckages.
Also, some button, i.e. tab, needs to be able to turn these additional information thingys off, because I guess they could get annoying.
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

And what about showing (with alt?) the range of fire of units, it could be usefull for guardian
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

O, and wreckages should give you metal as you reclaim them, not at the end (but i'm sure that's already in place.) Then we can have another scroll over thing for how much metal/second for wreckages.
You could simply subtract the already "harvested" total from what is displayed as being contained within the wreckage/feature.

eg:
You get 10metal a second when reclaiming a wreck. (a nice round number I made up for the example, not linked to anything)
Say you start reclaiming a wreck that has 200 metal.
After 3 seconds, if you move the cursor over the wreckage, it will now say that it has 170 metal remaining in that wreckage.

A similar effect should occur when wreckage is hit by weaponry. So that the same wreck at 200 metal being hit by a rocket would reduce its metal count to 150 metal.
Thus, if that rocket hits the wreck three more times, it will destroy the wreckage.

...Obviously an adjusted system is needed for Dragons Teeth
Doomweaver
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Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

i agree.
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AF
AI Developer
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Post by AF »

And what about showing (with alt?) the range of fire of units, it could be usefull for guardian
In TA type +showranges when you press shift the LOS and weapon ranges and turn are shown on screen as radi.
Doomweaver
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Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

cool thanks nice tip.
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I have a compleatly unrelated request. EXPLOSIONS! NEED MORE EXPLOSION! Id like TA for three resonsl. Fun, Gaurdians and explosions. So when i blow a enemy unit, wee need more bang and smoke and bits flying every where. Right now it looks a little subdude insted of exploding. Mainly cause the explosions go up. They sould also go out a bit more as well. Oh and do nukes make mushroom clouds? Also we need more meapons of mass destruction, like vortex generators, nano bombs and mass drivers whitch pluck astiroids out of near orbit then smash them into the emey base. Theas should casue so much damage and fling so much dust every where they dim the sun for a few minuts. Finaly, the AI, if theire is a AI, should have more LOS restrictions. They can see cloked units in OTA. Also you can get vidios of explosions then implement them into the game to make the eplosions better looking and in general more explodey. Iv played another free ware game (Babylon 5: I found her) whitch useed that method and it made realy realy cool explosions. NOTE: Babylon 5: I found her is a awsom game! GET IT!
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

ok.... about the explosions, and theWMD, they can eb done without spring, its a matter of creating the unit and the weapon you want.

As for the AI, the nearest you'll get to AI is the random posts the SY's make here and there and the big huge AI posts me and Triaxx2 make (TAI and 5 matrix)
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

Alantai Firestar wrote:
And what about showing (with alt?) the range of fire of units, it could be usefull for guardian
In TA type +showranges when you press shift the LOS and weapon ranges and turn are shown on screen as radi.
Arg, I searched that for year...I have already do that, but didn't remember...I trusted I dreamed ;)

sorry for my english
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WillRiker
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Joined: 27 Mar 2005, 04:02

Re: Simplification of Resource Management

Post by WillRiker »

Doomweaver wrote:I reckon we ought to have some slightly easier to take in at a glance way of expressing costs.
there is only 2 resources :shock: how hard can it be, its not like cossacks where ur units may rebel or die or stop firing when one runs out of a particular resource (ok big berthas)
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