Hi, I recently bought PA, whilst I am not a particular fan of RTS, TA was always one of my favorites. Picking it up again reminded me why I always sucked so bad at RTS - I hate micro and trying to keep track of everything. Queuing up a huge series of build orders, only to have the unit destroyed and have to do another hundred clicks is very annoying - I am very much a believer that good game design means you fight the opponent, not the interface. Now whilst a lot of this is down to practice etc, this got me thinking as to what I would change to make things more manageable and accessible to a wider variety of players. I did some reading up on PA modding and the UI seems highly moddable, using languages I am already familiar with - I recently made a career shift into the development industry as a developer-in-test/coder (with a heavy slant on UI stuff), so I could certainly see myself getting involved with a project such as this. In general, what I would like to achieve is to separate the tasks you wish to accomplish from the in-game units. In other words, you describe to the game the tasks you wish completed, and then you can assign / unassign units to that task. Some examples of how this might work in practise (Items in [brackets] are talking about proposed UI items): In the context of patrols: You create a patrol route using [the UI] and store it in your [list of patrol routes]. You then assign some troops to that route. Later you expand your base, so you go into your [list of patrol routes], select the route and alter it. The units assigned to that route start following the new waypoints. In the context of building: You plan to build some structures at some point, so you click on the [build button] which presents you with a build menu, showing ALL items (whether you can build them now or not). You place a number of ghost structures and click [save]. At some point in the future, you wish to build these structures, so you browse the [list of build orders] and assign a group of fabbers to to the build order. In the process of building, these fabbers subsequently get destroyed. Normally this would cause the build orders to be lost, but seeing as the build order is now independent of troops, you can simply select a new group of fabbers and assign them to the build order. Some ideas I have had: Non unit-specific build queues As described above. Non unit-specific move orders As described above Named / Categorized Groups IMHO, there is much room for improvement in the way RTS games handle organization of units. ~10 numbered groups may be enough for your strike force, but for me, it falls short in other areas. I would love to see some way of being able to organize your units better, with the ability to categorize troops in various ways. This would probably require a UI element to be able to visualize these groups - some kind of hierarchical collapsing menu would probably work. For example, fabbers on patrol and repair duty could be labelled and organized as such - you could have a group "Repairers", then a couple of groups in there such as "Perimiter", "Vital buildings" etc. Then another category "Fabbers", and in that a couple of groups such as "Nuke assisters" and "Factory assisters". Some categories could also have other significance. For example, a "Reinforcements" category - troops that have been built but are awaiting a purpose can be placed in this group, then requisitioned at a later point (eg to replenish lost troops from an existing group). Finally, a view mode that replaces normal icons with category icons to let you get a quick overview of where various types of troops are stationed. Build to Group Add a UI to fabbers to allow troops built by that fabber to be automatically added to a group. UI Target for context commands If you create a group, it has a corresponding icon always visible that can be used to click upon. So if you want to have group 2 assist group 3, you can select group 2 and right click the icon for group 3 - that way if some of group 2 die, group 3 will still keep assisting. Maybe even have group 3 take over group 2's orders if they are destroyed. Does anyone know of anybody trying to achieve similar goals? How many of the goals would be achievable currently? How many of the goals are likely to be ultimately achievable? Also, any other comments or suggestions welcomed.