Fixed spots and Build menus
ChromeAngel
Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
If you can only build Res Towers and Command Stations in fixed spots do they need room in the build menu?
My suggestion is that a commander clicking on an empty node (res or tech) is prompted as to if they want to build there or not (with an indicator of cost) or simple "insuficent funds" cue if they dont have the res.
Since these structures cant be plopped down just anywhere and would be available where they can be built they dont really need a spot in the build menu.
My suggestion is that a commander clicking on an empty node (res or tech) is prompted as to if they want to build there or not (with an indicator of cost) or simple "insuficent funds" cue if they dont have the res.
Since these structures cant be plopped down just anywhere and would be available where they can be built they dont really need a spot in the build menu.
Comments
Of course both are fine, but I'd rather have them the same way as everything else that commander drops.
This way you get the best of both worlds, its intuitive enough for new people, but wont hamper experienced/competitive play an iota. Maybe have free nodes glow green in the commander view, or even on the minimap, to have them stand out too.
The only problem regarding intuition with having to solely 'click' unbuilt nodes is that every other building in the game will be done using menus, and then one of them isnt? You'll need little tooltips to point this out to people. I think an icon would be sufficient, something that makes you think 'Hey, if I double click this I get to build a resource node!'. Goodluck designing that one easily <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> Aint HCI all sorts of fun!