Quit clickin sectors jackass...

A place to post suggestions for new features, new bugs, and comments about the existing code.
jbansk
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Joined: Fri Dec 11, 2009 8:57 pm

Post by jbansk »

In the BETA version (R6) we have a new feature that allows the commander to click on sectors and make them blink so that "people know where the commander wants them". If you haven't seen it, here is an example (Look at the mini map).

Now imagine you're flying and you look at F7 and it's blinking,.... great, you know the commander clicked on that sector.....but how long ago?....did he forget to unclick it?....is he freaking out and clicking all sectors?...wouldn't you just love to see a minimap full of blinking sectors all game long?...what are all those blinking sectors really telling us?...That our commander is on the ball?....Confused?....Does he want me to probe it?...defend it?...HoD it?...Will I ever see that mini map WITHOUT a blinking sector? Will there ever be an option to turn that blinking son of a bitch off?

I'm worried that this enhancement will remove some of the fundamental properties of the game by replacing; the difficulty of assembling cooperative offensive and defensive groups, which is very much what Allegiance is about, with simple sector clicking and fools rushing to it with no clue as to why in each case. The commander has many other ways to indicate where they want the players, do they really need 1 more?

My suggestion is to change the blinking sector so that it is tied to a constructors waypoint. The blinking light would only show the sector the constructor has been sent to and remain blinking until the constructor dies, builds or is redirected. This gives us specific, useful information which we typically ask for.


waddaya think?
[15:25] <BBT_> oh, so da vinci's mona lisa isn't his work?
[15:25] <+fuh-zz> No, he simply put effort into it.
[15:25] <BBT_> are you really that retarded?
Makida
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Post by Makida »

I disliked this idea when it was first brought up for some of the same reasons. Commanders should have to use words to communicate what they want their team to do, not blinky lights on the mini-map. :glare: I'd rather wait for R7 or R8 and hope someone invents some "Commanders' orders" panel that keeps the comm's messages from scrolling up off the chat, instead. :lol:

For your suggestion, I like it. Getting the entire team to defend constructors is always a challenge, so if we're gonna have this blinky feature anyway that would make sense. A nice way of expanding it would be several, uh, different kinds of indicators, like one for "probe this" another for "D a con/miner here", etc. However, this runs the risk of getting ridiculous. Again, I feel the comm should actually communicate with the team using the chat and orders, not make sectors blink for every different mission.

Honestly, I just don't like the basic idea of this new feature, at all. :sad:
Last edited by Makida on Tue Aug 31, 2010 3:15 pm, edited 1 time in total.
SpkWill
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Location: Sheffield, UK

Post by SpkWill »

You can use it to shorten what has to be said, or just not use it at all. I'm pretty sure you would still have to explain what you want done. e.g bomb here, ctrl+right click is still shorter than bomb their op midhigh from the exp.
Clay_Pigeon
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Post by Clay_Pigeon »

Edit: misunderstood initial post a little bit. To answer your question

Highlight constructor destinations one way
Highlight sectors containing friendly miners differently

If you want to get really fancy, put a toggleable thin green line on the command view showing the planned route of all drones.

Remove ability to add "blinky lights." See below.

Now my original response:

This seems like a neat idea that is worthy of some further development. However, R6 is already loaded with tweaks, fixes and new features that deserve exhaustive testing. I'd recommend continuing to play with this idea so that it can be implemented (in all its potential) for R7.

For instance, instead of blinky lights, the commander can place "task icons" around the command view, representing different tasks to be completed: probe, deprobe, scout, miners here, assemble bomb train here, sbs here, camp here, etc. When a task is placed in sector, the sector is highlighted differently on the minimap, and players can right-click (maybe) to get a list of tasks to be done.

Players who accept a certain task are marked as such on the task entry. When players complete a task, they can signal "task complete" to the commander, who receives a popup and is able to inspect the work before removing it from the task map.

Granted, this takes quite a bit of extra development, but I'd rather see something full-featured that brings something new/exciting to our GUI.
Last edited by Clay_Pigeon on Tue Aug 31, 2010 3:55 pm, edited 1 time in total.
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Makida
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Post by Makida »

I really, really would like it much more if instead of all those features, communication using actual words was made more efficient. I would much rather talk to my team/comm, rather than click a bunch of icons or follow a bunch of blinky lights or get my own icon and whatever else.

Remember, human communication and talking to your team are central aspects of this game. Trying to reduce the need for them does not strike me as a good thing.

Example: A separate panel exists somewhere on the screen, perhaps near the chat. The comm can choose to have their messages sent to the regular chat, or to this panel. The latter can be done by simply choosing this panel as the target in the usual "enter, tab" manner. Messages sent to the panel remain permanently visible and cannot be turned off by any pilot. The comm can add messages up to a certain number to that panel, and they will never scroll up off the screen. There is a little button with an "x" that the comm can see next to each message sent to said panel, and clicking on that "x" will cause that message to disappear, for messages that are no longer relevant or are about tasks that have been completed already.

All any team member has to do is look at this panel and see exactly what the comm wants them to do, and no matter how many messages have been spammed into the team chat since then, the comm's most important notices and orders will be plainly visible. All without icons or blinking lights, and without attempts to replace normal human communication.
Last edited by Makida on Tue Aug 31, 2010 3:52 pm, edited 1 time in total.
Psychosis
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Post by Psychosis »

I like girlboy's idea, it allows me to post ascii images while i command that my team can appreciate. if they do poorly, I can post ascii images of goatse.
Xynth
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Location: St. Louis

Post by Xynth »

You can clear your own notifications. You know that BBT, you drama queen. Also when you join mid game the sectors won't be flashing with no explanation, you only get notifications sent after you are in game (thought that was a bug/limitation but apparently it's a feature.)

Changing it to give your notes different colors corresponding to meanings would be easy enough, a more in depth window etc. like Clay Pigeon suggested is a new project all together.

I don't think spam from these will be any worse than chat spam from raging comms. Primarily I see them used for quick notes, "Attack miners" voice chat and highlight the sector. Sure you could type attack miners virk, then your team mouses over half the sectors in F7 to see where virk is and then they head there, but I'd rather spend those 5-10 seconds on my way to the miners.

I don't think you get a more meaningful connection between comms and players when the commander types the letters "virk" as opposed to sending a highlight. That doesn't mean I don't like your static text box, I just don't think it serves the same purpose as the sector highlighters.
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jbansk
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Post by jbansk »

Xynth wrote:QUOTE (Xynth @ Aug 31 2010, 12:06 PM) ... you drama queen.
Linked
Last edited by jbansk on Tue Aug 31, 2010 5:47 pm, edited 1 time in total.
[15:25] <BBT_> oh, so da vinci's mona lisa isn't his work?
[15:25] <+fuh-zz> No, he simply put effort into it.
[15:25] <BBT_> are you really that retarded?
Freyja
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Post by Freyja »

The games I've played so far with the blinky were no better in terms of situational awareness and getting things done, they were noticeably worse in some cases.

Anyway who knows, everything is going up for a vote to see what is going to be included in an r6 final release, a lot won't make it.
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Makida
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Post by Makida »

I hope almost all of it makes it. The blinky thing is the only new feature that I really dislike. :sad:
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