[GAME MECHANIC SUGGESTION] Executable Unit Queues

Discussion in 'Planetary Annihilation General Discussion' started by Wolfskinrun, March 22, 2014.

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Would you like to see executable unit queues in the game?

  1. Yeah, they sound cool

    100.0%
  2. No, definitely not

    0 vote(s)
    0.0%
  1. Wolfskinrun

    Wolfskinrun New Member

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    So it seems to me that as armies get ever larger during a PA game, simultaneous execution of different attacks/tactical planes grows more difficult: while control groups help an awful lot, you still need camera focus on the units you are giving orders to (I guess PIP is useful here). I'm not identifying a problem, but I think it would be really cool if Uber continued its emphasis on innovative unit commands by allowing build queues that have a player controlled start.

    Here's how I'd see it happening: you select some units/buildings, then alt-shift-click (replace alt with any other key) a queue for them. This queue does not happen immediately, but is triggered by another key, such as perhaps binding them to a control group then double tapping their key. This would allow for executing many different attacks with very little effort. Set up a Plan B? Execute it simply by pressing the button its bound to. I think this would allow for much more complex and tactical strategies in terms of timing.

    To go along with this, I think being able to remove the last command from a queue would be helpful in modifying strategies - all the times I've bodged one command in the queue and had to start again - and perhaps displays of both friendly and detected enemy unit and turret ranges while shift is held down? I realise these last two points are highly debatable, but then again so is everything in this post! What. Does everyone think?
  2. Excelle

    Excelle New Member

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    I would definitely welcome more advanced command features. I think a lot of people cope with these things by using high APM to change strategies on the fly, but not all of us are particularly good at this.

    Cleverer command features put the focus on strategy rather than micro, which is one of Uber's stated goals.
    Wolfskinrun likes this.
  3. drz1

    drz1 Post Master General

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    More ways to decrease fiddly micro is good in my book, and I'm pretty sure uber are looking into ways to do this, so hopefully they will take this on board! I think editing previous build queues is the most essential thing you mention here.
    stormingkiwi, Wolfskinrun and Excelle like this.
  4. Excelle

    Excelle New Member

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    Editting all previous commands would help. I hate having to recreate patrol paths because I now need them to be a bit closer to my base or something.
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  5. Wolfskinrun

    Wolfskinrun New Member

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    Yeah, I feel that as the game is sure to grow ever larger in scale, making it easier to control large groups of units in complex ways could really add to the strategies present - instead of the old 'amorphous mass of hundreds of units charging at opponent's base' the opportunity to execute clever plans of attack, such as multiple simultaneous peregrine flyovers to clear airspace, and simultaneous pelican drops of units all with their own queues and targets ready to execute at the touch of a button, could really add some complex in depth tactics, especially in the late game. I also agree that RTS's should not just be about APMs, or reaction times, but on the other hand, it's important to be able to improvise: I think editing queues would allow this balance between carefully planned strategies and on-the-fly game play to work really well. If anyone has any suggestions for actual key combinations that would work with this, it'd be great to see them on this thread.
    drz1 likes this.
  6. doctoraxel

    doctoraxel Active Member

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    A bazillion times yes. ^^ I think it would be a neat idea to tie the executable orders to unit groups - so each group 1-9 could have an executable order 1-9 (and then perhaps one global order set 1-9 that would act on the current selection.)

    I remember seeing a suggestion at one point for factories to have a group setting as well, so that anything they produce would immediately be a member of a group. That would dovetail very nicely into this.
    Wolfskinrun likes this.
  7. Wolfskinrun

    Wolfskinrun New Member

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    I really like the control group selection, because it could be intuitive enough for everyone who plays to use without too much learning. If it is introduced however, it may be worth executing them as pressing the control groups with an extra key like alt, otherwise there could be people complaining that they just pressed their group's number to see where they were and accidentally executed an order queue. I think automatic group setting would work perfectly with this, but perhaps uber may want to set it as an optional feature to be turned on, to avoid irritating people who won't use or understand it by cluttering their UI unnecessarily. Hopefully, this thread might get a comment by an uber dev if it gets large enough, so if you are interested, make sure to vote in the poll :)
  8. stormingkiwi

    stormingkiwi Post Master General

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    Uber would be insane not to do something like this. This is the 4th or 5th thread (at least) on what is essentially the same idea.
  9. tatsujb

    tatsujb Post Master General

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    I agree with the idea.
    This, however is already possible. it's ctr-left click I believe.
  10. Wolfskinrun

    Wolfskinrun New Member

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    Really? That's pretty useful. Also, while it's a little disappointing to know mine wasn't an original idea, it certainly improves the odds of uber implementing such a suggestion - being someone with an inability to reach high APM myself, I'd definitely like see this in game any time soon :)

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