Ever since TA I've always loved the command interface used therein and all the TA successors. Assuming PA will inherit and perhaps build on those capabilities what would folks find useful? I'd really like to see the ability to add units to existing patrol routes and also to have factories copy another factory's post-build routes/orders (maybe you can already do this stuff and I just don't know it...). Another thing I'd love to see is bringing back the recorded build order macros from SupCom.
I'm assuming he means either the Build Templates, or the option to start a game with a 'prebuilt base' that usually consisted of 4 Mexes, 4 Pgens and a Land Factory. Mike
If he means the build templates I personally found them unwieldy and annoying 99% of the time. As for the UI I hope they make it as minimalistic as possible.
Yep, I meant the build templates. I found them useful, but I can certainly live without, too. Another thing I thought might be useful is the ability to either add something to the head of a factory pending-build queue as opposed to the tail (maybe left-clicking adds to the tail, right-clicking adds to the head) or perhaps a way to have a high-priority queue and a normal queue. I think I'd rather the former over the latter as it seems much simpler. *EDIT: Maybe it would be even simpler if we could just drag-n-drop things in the queue to re-order them? That would be much more powerful and very simple (and touch-friendly... if we even care about that... could be cool features for follow-ons if PA is a big hit, which judging by the feature list and the funding level of the project I'd say could be likely).
I don't see why such a nice automatization feature can be annoying.Unless you're using it wrong, of course.
I'm sorry I don't think its the second coming of innovation Jesus. Would you like a friendly pat on the butt?
Jeeze, butthurt much? I liked the templates. They made managing eco oh-so-much easier. Yes, they could have been better, but as far as I'm concerned, GAZUI improved them to the point where they signficiantly reduced the demand for micro. I especially like how they helped with mass storage rings and mass fabs later in the game. I figure, if it's not too hard to implement, it should be included in PA. Why take a step backwards when you can at least ride the line?
Deciding what's too hard and worth the time is actually the most difficult part of that. Actually it might be the most difficult part of making a game in general.
I'm sorry I don't think its the second coming of innovation Jesus. Would you like a friendly pat on the butt?[/quote] Woah geez calm down tiger. It's a good feature, can't dispute it.[/quote] Word! I love the templates in SupCom. I really hope they implement them in PlanA. I spend a lot of time making my templates and they can really make the game much easier if done smartly. If anyone doesn't like them they are more than welcome to just not use them, but please let those of us who do like them have the option.
Ah, another one I thought of was a fix to a bit of a regression, imo, with SupCom2 (I don't remember if this was also the way it was in SupCom or not). When I tell an engineer to build something in SupCom2 and the engineer is travelling to make it and I decide to tweak the placement of that building I can't do it because it's "actively being developed" even though construction hasn't really begun. Buildings subsequent in the to-do list are freely relocatable, as they should be. I'd like to see the return of the ability to adjust the placement of the next building to be constructed as long as it hasn't actually started being built, not just all buildings after that one.