Some ideas on how to improve the UI (and titans)

Discussion in 'PA: TITANS: General Discussion' started by Everfades, September 8, 2015.

  1. Everfades

    Everfades New Member

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    Hi there,

    the UI is not bad, but there is a lot of space for improvement. For example when you select a unit and hover over the icon on the bottom left you should see a unit description. (the one you see when you hover over something to build it) It might help newcomers and is such a simple feature to include. Most of those things are in similar games like Forged Alliance and I really wonder why the devs didn't include them from the start.

    More configuration options. For example tooltip delay and tooltip show time sliders. And the ability to change window positions. (press a hotkey, drag and drop the window to another position, press the hotkey again to safe the new position) An option to permanently show units stats while it is selected instead of on hover over only. Etc. etc. etc.

    Energy can have one less zero. This game NEVER uses the last digit. Just cut the last zero for energy in consumption, production and storage and it stays the same while having numbers which fit in much better with metal which uses all digits. Seriously, why do people keep adding zeros to stuff just to make it look bigger, it is misleading and makes it far easier to make mistakes when calculating what you should build now. Longer numbers only cause confusion, please delete the zero as it is never ever used.

    Maybe an autocast option for the uber cannon which behaves with the same algo the AI uses to choose targets. Just as an option, not perma on. Better players can still use it manually while worse players at least get some shots out and ain't that easy to rush them anymore. :)

    A hotkey for an energy/metal usage/consumption overlay for everything in sight with a nice little numbers above each building/unit. This way you can easier see what you can disable/enable if you run into economic problems. This would be much easier with one less zero for energy as mentioned above.

    This might already in the game and I just missed it but: Changing the build order by using a hotkey+right/left mouse button. and deleting thigns from build order. And a button to make something a priority before the rest (like you can do with ctrl click in factories). For example you might want to add another powerplant before your builders keep on doing the 30 buildings you already queued up but without destroying your queue.

    Building templates: Being able to save a layout you created and using it for other builders. For example you have your little forward base with some different turrets and a wall around them. This would be much easier and faster to make if this game had templates like forged alliance. Queue something, press save template and you can do exactly that layout anywhere on the map in any match you play in the same build order.

    Size sliders for different parts of the UI and for the strategic icons.

    Improvements for the area commands. For example adding a hotkey (ctrl ontop of the normal key for example) to make mark the whole planet as the area. This is good for scouting and I don't want to drag the mouse so far to the right if I want to use the area command on the whole planet anyways. And improve the build/relcaim order for area commands a bit. Right now it sometimes builds one extractor from two who are next to each other and then walks off to build an extractor far away just to walk the long way back afterwards to build the second one. Instead of doing both the two close ones first.

    Radar coverage indicators. Right now you have to select them to see the coverage range. Viewrange is easy to detect as the area is much brighter than it normally is. But radar coverage can only be seen if you click on your radar towers. (I might be wrong and there is a way to do that)



    Those are the things I came up with just thinking about it for 10 minutes. I bet you guys have dozens of great ideas. Write them into this thread and maybe a devs sees all of this and they eventually add those features.


    Some ideas on titans which have nothing to do with the UI:
    Now that there is space where the oribital scanner once was I think a titanclass radar would be interesting which gives you full VIEW coverage of the full planet it is build on. (not just radar coverage) I think such a titan could be useful in some systems with huge planets. (1000+ radius) The energyconsumption should be obviously large. Maybe make it create a shield bubble which eats up some bullets in the area around it, regenerating when not damaged for a while. A titan should have something special after all. Maybe add something above the second tier antiair, too. A building which shoots down small missiles like the angel does for example.
    Btw, it states titans are experimental - why is there nothing experimental about them right now? I think some % chances of different things which can go wrong when titans attack would be interesting and add ot the "experimental" factor. Like having a 20% chance after a ground stomp that the titan is stunned (overloaded, short-circuit) for 3 seconds. It would still be balanced out but would add some randomness into the mix for experimentals, making them the strongest units for their money but less constant in their overall performance than small units which always do what they should. Maybe make titans unstable below a certain amount of health, too. For example having frequent short shutdowns when a titan is below 30% HP or slowing down the attack animation by quiet a bit. (maybe adding some broken/missing pieces as a layer over the titan to make it look as damaged as it really is - I mean come on, if something is at 1% hp it blows up when even a small bullet hits, it should look like it has severe damage at 1%)

    I hope a dev sees these ideas and some of them get implemented. With the money boost from the titans expansion they can finally polish their game and add some extras which are missing. :)
  2. emraldis

    emraldis Post Master General

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    Well you can already see the unit description in the build bar before you build it, and IIRC, supcom FA didn't give a description when you moused over them either. Plus, in combat, when you want to be seeing the stats, having an extra description panel might get in the way.


    Pretty sure it states that TITANS are like experimentals from supcom, IE you build them as structures, and they are much larger than other units.
  3. Everfades

    Everfades New Member

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    From the official game description: "A host of new units; EXPERIMENTAL TITANS!"
    It clearly states that they are experimental. <.<

    And yes, FA didn't have the unit description either, but it would not get in the way how I explained it. By hovering over the unit itself you get the basic stats right now. I said it should show the units description when you hover over the unit icon shown in the left bottom corner of the screen which shows when you have a unit or several units selected. Hence both your arguments are invalid. If you come up with some interesting ideas let us know! :)


    I had another idea: pressing and holding both buttons while a unit or several units are selected could bring up a positioning interface. Basically it would outline the units positions they would have after they arrive at their target. (some units can only shoot forward which makes this pretty useful) You could change their positioning like you would do it when placing a building, dragging the mouse around and after your release the buttons the move order would be done and they would look in the specified direction after arriving! This really needs to be a thing and is in most modern rts games with many units.
  4. n00n

    n00n Active Member

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    How many times do you need to read the description? Twice I would think would be the max, so I'd just consider it a more UI bloat.

    PA had this feature for a bit, it was called Custom Formations but the developers decided to remove it.
  5. Everfades

    Everfades New Member

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    On the description: It was just one of quiet many ideas to improve the interface. I thought it might help newcomers. I know the units in and out now but it would have been nice to have that tooltip there when I started.

    And on the custom formations: Do you know why they removed it? I think this is a great feature especially considering that there are a couple of units which either can only shoot in one direction or have slow cannon turn rates.

    I really like your UI mods n00n, but I think that it should be standard to have such things showing like how much metal a planet has in the system view. Else people who have mods like these have benefits over others. I really think such things should be standard.
    Last edited: September 8, 2015
  6. DeathByDenim

    DeathByDenim Post Master General

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