Shift queueing features

Discussion in 'Support!' started by xedi, June 9, 2013.

  1. xedi

    xedi Active Member

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    When having to deal with multiple planets, it's important to be able to automate a lot of tasks.

    First, the basic feature set from the Supreme Commander shift queueing should be transferred over. For instance, being able to move/delete individual points, and explicitly seeing connections (edges) between move orders etc.

    I think one useful feature would be to have, on each factory, multiple different rallying orders after constructing each unit. Here's an extremely rough mockup (sorry):

    [​IMG]

    The idea is that, after clicking one of the colours, you can give rally options for the given factory. You can then drag & drop (or use hotkeys) in the UI to assign units to given rallying routes.

    For instance, this could be used to have a factory that alternates building tanks and fabrication units. The fabrication units have a rally order that makes them go and assist a factory, or a given unit, whereas the tanks follow an other order that brings them to a battle.

    Another feature would be to be able to tell units to assist shift queued constructions. For instance, shift queue some constructions with fabricator A, and then set fabricator B to follow and assist those constructions throughout. The important difference with just telling B to assist A is that the whole queue remains even if A dies. Similarly with patrol routes. Here's another ugly mockup:

    [​IMG]

    The new button on the right (maybe called "join" or "join queue") can be used to give a unit the order to follow a given order queue (not necessarily from the same starting point!).
  2. mushroomars

    mushroomars Well-Known Member

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    I like the join queue idea, never seen that before and it would make for a lot less order clutter. It would also make merging armies much easier, +1 to that.

    +1 to your most post actually, very well written. The colored movement queue isn't really needed though, the returns wouldn't be good enough for the extra complication.

    We have to give Uber time for this stuff though, they have a tight schedule and will probably optimize orders after they optimize the game.
  3. blocky22

    blocky22 Member

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    I like the join queue idea.
    If all the units destroyed que gone completely?
    Should there be a save build que option outside of the "egg" concept?

    Would like more options for behavior since when players go after construction units they normally go after everything (with yellow and black stripes). So being able to have a hide and call for assistance behavior and/or able to make smarter guard AI/scripting/macro/commands.

    More stuff on automation here.

    That unit rally point idea would go well with the transport scripting mentioned in the post I've linked to.
  4. lilbthebasedlord

    lilbthebasedlord Active Member

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    Obviously I support this idea with all my heart espectially the possibility to be able to delete a specific rally point. (shift-alt-right click in supcom fa)

    I doubt this isn't part of the plan. Uber surely is working on it. it's probably not priority as this can be implemented in a late phase (well I have no idea, it could be that mechanisms like this have to be at the very root of the engine, I just highly doubt it)
  5. veta

    veta Active Member

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    I liked separate worker rallys in StarCraft and I'd like it in PA.

    Good post.
  6. snierke

    snierke Active Member

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    Me like too!
  7. deso88

    deso88 Member

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    I'm all for this idea.
  8. cola_colin

    cola_colin Moderator Alumni

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    +1 is all I can say. Good ideas.
  9. firstarmored

    firstarmored New Member

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  10. kalherine

    kalherine Active Member

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