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Simplification of Resource Management
Posted: 24 Mar 2005, 05:48
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.
Re: Simplification of Resource Management
Posted: 24 Mar 2005, 08:23
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.
Posted: 24 Mar 2005, 18:56
by Gabba
It does sound good. We just need an appropriate way of integrating that into the GUI.
Posted: 24 Mar 2005, 20:14
by sparkyhodgo
Count on Doomweaver for more good ideas! Adding to request list...
Posted: 24 Mar 2005, 20:38
by AF
How about an ETA for long distance hauls of units then, and nukes aswell
Posted: 24 Mar 2005, 21:48
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.
Posted: 24 Mar 2005, 22:41
by Doomweaver
What's an eta?
Posted: 24 Mar 2005, 23:03
by [K.B.] Napalm Cobra
Estimated Time of Arrival
Posted: 24 Mar 2005, 23:11
by Doomweaver
ahhh, yes, that would be useful too.
Posted: 24 Mar 2005, 23:13
by Doomweaver
It should be really simple, I think, maybe even just time=distance/top speed.
Posted: 24 Mar 2005, 23:15
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.
Posted: 24 Mar 2005, 23:59
by Torrasque
And what about showing (with alt?) the range of fire of units, it could be usefull for guardian
Posted: 25 Mar 2005, 01:46
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
Posted: 25 Mar 2005, 01:47
by Doomweaver
i agree.
Posted: 25 Mar 2005, 02:35
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.
Posted: 25 Mar 2005, 03:54
by Doomweaver
cool thanks nice tip.
Posted: 25 Mar 2005, 05:13
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!
Posted: 25 Mar 2005, 05:19
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)
Posted: 25 Mar 2005, 11:46
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
Re: Simplification of Resource Management
Posted: 27 Mar 2005, 04:19
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

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)