Advanced control features from supreme commander, and control features ideas

Discussion in 'Planetary Annihilation General Discussion' started by leshx, December 28, 2014.

  1. leshx

    leshx New Member

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    I really liked the direction supreme commander went with advanced queuing, it took what total annihilation introduced, and it expanded it.

    for example queuing commands to a unit that's still under construction, and most importantly, construction templates (steamcommunity.com/app/9420/discussions/0/810925579923656968/)
    and also those permanent transport lines (mentioned here, xbox360.gamespy.com/xbox-360/supreme-commander/883664p2.html)

    I really like the idea of strategy games doing as much as possible to get rid of redundant clicking and shift the attention to strategy. I think this template thing should be taken a step further with queuing up a detailed construction and movement plans with multiple units, like, I'd like to have a small outpost in a template, outpost that builds new workers that end up working on the outpost itself.

    Also, and this makes sense for bigger worlds (Supreme commander sized) - I'd like to be able to add 'wait points' in my command queue. like 'wait for alpha or bravo or some such' - alpha and bravo being buttons in my ui, so that I can plan out a complicated attack and coordinate multiple groups with these waiting points.

    are other people into this:)? is this planned for the future?
  2. bengeocth

    bengeocth Post Master General

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    Definitely, but since PA isn't based off of square tile, it might not work out as well as we might think.

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