How to improve huge scale team play

Discussion in 'Planetary Annihilation General Discussion' started by WataCoso, October 6, 2013.

  1. tatsujb

    tatsujb Post Master General

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    woah, woops.... sorry... well it's my fault actually. still though I dissagree with your semblence of a problem with massive scale. Being the ultimate champion of multitask is our test here. this is the game's selling point.
    Some obvious features are missing, to see wich ones all we have to do is look at Jon Mavor's previous game; SupCom FA from wich feature after feature has been drawn and added into the UI lately.

    the most obvious, and pertinant to team armies are pings and the loop button. The loop button will kill some part of the nosenesical, ***-bakwards micro we've been having to deal with and the pings will be the final tool sealing the game+voicechat combo.

    there are many more UI elements to add. Zaphodx and some others had suggested that color markers be placed around units that had been given orders sometime recently, to indicate by color-code which player had taken control of it. which would provide a better check then to hold shift everytime to see if a unit is going to do something before you select it to give it an order.
    The way I see it the UI is 20% done.
  2. WataCoso

    WataCoso Member

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    yeah it would. Also, beign able to distinguish your queued orders from the ones of your allies. using multiple colors to distinguish each team member could be a problem ( the game already does that to distinguish you from the enemies :p) , but using 2 colors to just distinguish you and your orders (say with deep blue) from the other team members and they order (say light orange) should be enough
  3. WataCoso

    WataCoso Member

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    A loop button and a ping system will be really invaluable features. Also, A notification system that gives informations prioritized depending on how you desire would be nice.

    that is, with some hotkeys the players could quickly teleport the camera to the source of notifications, showing prioritized scenarios first, depending from factors like distance from commander or from owned metal concentrations, number of allied and enemy units on the site, and so on. though i am not quite sure how this system could decide what is more interesting for the player to see ...

    talking about the notification system, how do you guys envision it, especially when linked to a ping system?
  4. liquius

    liquius Well-Known Member

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    You had two options.
    1. You have your army and your ally has his army. Sight of the map and excess resources are shared.
    2. As PA is now, but you would only spawn with a single commander. I rarely saw this used.

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