Innovating Command and Control - Area Commands (PATROL) [Suggestion]

Discussion in 'Planetary Annihilation General Discussion' started by wpmarshall, July 21, 2014.

  1. wpmarshall

    wpmarshall Planetary Moderator

    Messages:
    1,868
    Likes Received:
    2,989
    So I was thinking the other day that there could be a really easy way to innovate the existing method of area commands, particularly Patrol commands as some patrol methods are better than others depending on what you are trying to achieve.

    With that in mind I believe I have come up with a system that reduces the need for excessive clicks when creating patrols, especially for aircraft patrols.

    Might I direct your attention to the diagram below:

    [​IMG]

    We can all recognise the view of a planet by now in this game, no matter how zoomed in, or out, you are, there is always a central line of the view to which is left (west) or right (east). The red line in the centre denotes the central line of longitude relative to ANY view be it from the north pole, or from the equator.

    Now, to the nitty gritty and application.
    I remember being in a conversation recently where we talked about which way we drag off-centre when we create area or planet-wide patrols. I thought that this could be a good point for innovation and customisation.

    Depicted above is best suited for using ground AA vs Fighter Aircraft. It is not often you want to have a line patrol on the floor unless it is between 2 or 3 points at most, and I've seen that repeat building ground AA is great to cover your base with it if you area-patrol because the units just 'mingle' in and around your buildings in your base (BEST DONE WITH STINGER). This sort of scenario is when you would drag off to the left in the diagram.

    However, should you be wanting a more consistent patrol around your base without having to click several times to place waypoints (typically approximately 5 or more for a good aircraft patrol), you could therefore drag off to the right at which point the outline of the area command would become dashed symbolising that the patrol would be carried out about the circumference of the patrol. Of course the shape of your base would influence whether you would rather use a CIRCULAR area patrol or a custom way-point patrol giving access to irregular shapes and patterns.

    Of course when you drag off the edge of the planet the area patrol would retain the current format for planet wide patrols regardless of which side you dragged to.

    Another cool thing about this, if the feature could be worked in at all, is that; if built in a particular way, it could be customisable to the point that the relative line boundary in the centre could be rotated in case a player would rather a horizontal divide or a vertical divide.

    Your thoughts?

    (A similar principle might be possible to work into area building e.g. line or equal spacing within an area for example).
    mazar83, nanolathe, tegrapple and 8 others like this.
  2. cwarner7264

    cwarner7264 Moderator Alumni

    Messages:
    4,460
    Likes Received:
    5,390
    Knee-jerk response: clockwise or counter-clockwise, and how to toggle between them?
  3. tehtrekd

    tehtrekd Post Master General

    Messages:
    2,996
    Likes Received:
    2,772
    This actually sounds really cool. +1
  4. LmalukoBR

    LmalukoBR Well-Known Member

    Messages:
    327
    Likes Received:
    278
    I think its a great idea marshall, but what if we just use a secondary key for these commands, like alt. Then you don't have to worry the plane you are using and it would make issuing the wrong order almost impossible.
    jonasmod likes this.
  5. LmalukoBR

    LmalukoBR Well-Known Member

    Messages:
    327
    Likes Received:
    278
    Ive been thinking, and if we had alt for alternative orders we could use it in build mode, drag a line without alt and you build your pgens in a line hold alt and u build them in a circle!
    cptconundrum and twinking92 like this.
  6. cwarner7264

    cwarner7264 Moderator Alumni

    Messages:
    4,460
    Likes Received:
    5,390
    Thinking further, this is the sort of thing that would sit really well in an advanced UI mod, rather than vanilla, IMO.
    igncom1 likes this.
  7. thelordofthenoobs

    thelordofthenoobs Well-Known Member

    Messages:
    368
    Likes Received:
    356
    Thinking even further, PA was promised to have advanced command and control features and therefore this would suit the game quite well :p

    But sure, if Uber doesn't do things like these, I hope modders will :)
  8. igncom1

    igncom1 Post Master General

    Messages:
    7,961
    Likes Received:
    3,132
    Id be amazed if modders didn't do these things quite frankly.

    I might not feel like some of these things would be good for vanilla, but by god do they need to be made into mods!
  9. emraldis

    emraldis Post Master General

    Messages:
    2,641
    Likes Received:
    1,843
    If you had a line down the middle of the circle that shows up, showing the two different sides, I think this would work quite nicely.
    LmalukoBR likes this.
  10. lucidnightmare

    lucidnightmare Member

    Messages:
    35
    Likes Received:
    35
    I approve of this idea.
  11. RainbowDashPwny

    RainbowDashPwny Active Member

    Messages:
    203
    Likes Received:
    32
    Drag left or right relative to the camera's view. At least that is how I would do it. Though I do like having the current patrol option also so am in favor of holding a modifier key to cause it to be am edge patrol.
  12. wpmarshall

    wpmarshall Planetary Moderator

    Messages:
    1,868
    Likes Received:
    2,989
    Modifier keys are one way of doing things, but then you may as well just plot your own waypoints. What I'm trying to do is reduce redundant key-presses :)
  13. burntcustard

    burntcustard Post Master General

    Messages:
    699
    Likes Received:
    1,312
    I'd rather hold a modifier key like alt to do this. I'm not spinning around the planet with WASD for the second I spend creating a patrol, so I have "free fingers" at that point. Making units go around the edge of a circle like this would be really nice, and much easier than clicking 5-10 times to make a very wonky circle around my enemies base.
  14. Aliessil

    Aliessil Active Member

    Messages:
    182
    Likes Received:
    162
    I like the idea too but as others have said, definitely use a modifier rather than drag direction.

    If the drag direction were to come into play at all it should be to determine whether the patrol goes clockwise or anti-.
  15. LmalukoBR

    LmalukoBR Well-Known Member

    Messages:
    327
    Likes Received:
    278
    In this case I would recommend the command be based on the camera and the line showing has it has been proposed earlier. I think the camera is the better option cause the movement is always the same and therefore easier to commit to muscle memory.;)
  16. RainbowDashPwny

    RainbowDashPwny Active Member

    Messages:
    203
    Likes Received:
    32
    That is actually what I meant with the left or right of the cameras view. It would be choosing clockwise or counter clockwise with a modifier key being edge patrol and no modifier being fill. Or vice versa.

Share This Page