Shift click and drag.

Discussion in 'Support!' started by thesonderval, September 28, 2013.

  1. thesonderval

    thesonderval Member

    Messages:
    68
    Likes Received:
    12
    I think there may have been a thread already made about this in the Backers Lounge, but meh what the heck.

    Building walls is very tedious, it would be much simpler if there was some way to queue it up, so that you can get your Fabber building it one section at a time (to the final designated point) without micro managing (presumably Unit-AI). Haven not play TA or SC I dont know how it was done if those games (if walls existed).
  2. Tris375

    Tris375 New Member

    Messages:
    23
    Likes Received:
    5
    I think they've just implemented a shift-click feature which lets you queue buildings (only tried it with the same type so not sure if you can queue different building types) haven't tried it with walls but it'll probably work with them as well.
  3. ShasODerpy

    ShasODerpy Member

    Messages:
    31
    Likes Received:
    4
    There is!, you can use Shift-ques, just hold down shift, and spam build those buildings everywhere!
    holding down shift also displays you all the que'd up moves / builds from other units

    for me, mid-game, i usually have half the planet covered in move / build ques
  4. Methlodis

    Methlodis Active Member

    Messages:
    198
    Likes Received:
    82
    Que orders have been in since early alpha. What I think he means is to hold down the mouse button and drag a line of them. Which would be cool but I'm going to have to disagree because it would cause to much patfind and attack issues when players build wall after wall of walls. And the problem still doesn't go away after they are destroyed because of the wrecks. I like the current system and don't think drag build needs to be in place.
  5. overseeker79

    overseeker79 New Member

    Messages:
    8
    Likes Received:
    4
    Also, something that is not in place yet but would be cool to see is the ability to go back and move queued structures around.,. was in the other games and is a major micro-manage plus when you're adjusting to the battle lines :)
    Methlodis likes this.
  6. jordonsc

    jordonsc New Member

    Messages:
    2
    Likes Received:
    1
    This is one of the best enhancements SupCom had over TA - Building walls in TA/PA is clumsy with just the normal queuing. The idea of these games is to focus on the glorious annihilation of thousands of units, not to micromanage the construction of 10 consecutive blocks.

    If the SupCom style drag-building is left out of this game, I think it will really miss out of the evolutions that the genre has taken since TA.

Share This Page