Improving Comm UI (especially for the marines)
CannonFodder100
Join Date: 2011-09-14 Member: 121355Members
<div class="IPBDescription">Not the visuals, but the features</div>There're a few things missing from the comm UI that makes using it sometimes difficult. A few things that would help:
<b>[General improvements]</b>
-Shift-click to add to selection.
-Control groups from 1-10 (as opposed to the limited 1-5 presently).
-Double-click to select all units of a type on-screen. Arkanti has clarified that ctrl+click allows this, however, it would be nice to add for the sake of intuitiveness.
-Construct units from multiple structures when multiple structures are selected as energy/res allows. At present, when multiple structures are selected the build order is simply ignored.
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->-<strike>Add an artificial lighting effect for areas that are not well-lit; a prime example is trying to place cysts in Central Drilling on Mineshaft when the power has been destroyed, a near impossible task to do with efficiency.</strike><!--sizec--></span><!--/sizec--> Added as of B198.
-Clarify fog of war. Make line of sight more intuitive; for example, ARCs do not seem to reveal nearby units or structures. An actual fog of war effect would be good as well.
-Show infestation when an outer edge of it is visible, not when the cyst creating it is visible; this causes too much confusion when trying to place structures around infestation.
<b>[Specific improvements]</b>
-Selection boxing a resource nozzle will select it along with any units, even when beneath an extractor/harvester. Prioritize units above structures and structures above map objects when selecting an area.
-Smart-cast cyst placement - if there are multiple hives selected, use the one with the highest energy (and create only one!)
-Draw a two-dimensional effect on the ground where cysts may and may not be placed. It's frustrating to deal with elevation and walls that the cyst ring does nothing to clarify.
I believe these features and fixes would improve the fluidity and ease of use when commanding as either team, though particularly as a marine.
Any suggestions or revisions are welcome.
<b>[General improvements]</b>
-Shift-click to add to selection.
-Control groups from 1-10 (as opposed to the limited 1-5 presently).
-Double-click to select all units of a type on-screen. Arkanti has clarified that ctrl+click allows this, however, it would be nice to add for the sake of intuitiveness.
-Construct units from multiple structures when multiple structures are selected as energy/res allows. At present, when multiple structures are selected the build order is simply ignored.
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->-<strike>Add an artificial lighting effect for areas that are not well-lit; a prime example is trying to place cysts in Central Drilling on Mineshaft when the power has been destroyed, a near impossible task to do with efficiency.</strike><!--sizec--></span><!--/sizec--> Added as of B198.
-Clarify fog of war. Make line of sight more intuitive; for example, ARCs do not seem to reveal nearby units or structures. An actual fog of war effect would be good as well.
-Show infestation when an outer edge of it is visible, not when the cyst creating it is visible; this causes too much confusion when trying to place structures around infestation.
<b>[Specific improvements]</b>
-Selection boxing a resource nozzle will select it along with any units, even when beneath an extractor/harvester. Prioritize units above structures and structures above map objects when selecting an area.
-Smart-cast cyst placement - if there are multiple hives selected, use the one with the highest energy (and create only one!)
-Draw a two-dimensional effect on the ground where cysts may and may not be placed. It's frustrating to deal with elevation and walls that the cyst ring does nothing to clarify.
I believe these features and fixes would improve the fluidity and ease of use when commanding as either team, though particularly as a marine.
Any suggestions or revisions are welcome.
Comments
Besides those two points, I agree with your suggestions.
I understood what you meant with the priority, I was just saying that I tend to manually do the opposite. In that needing to select the hives I'm ok with it, I was thinking your suggestion was more along the lines of the universal Marine assist bar and how it deals with scanning and shields.
-Clarify fog of war. Make line of sight more intuitive; for example, ARCs do not seem to reveal nearby units or structures. An actual fog of war effect would be good as well.
-Show infestation when an outer edge of it is visible, not when the cyst creating it is visible; this causes too much confusion when trying to place structures around infestation.<!--QuoteEnd--></div><!--QuoteEEnd-->
This are my favorites. Especially the fog of war is needed to make commanding more intuitive.