Gridkeys Please...

Bridger15Bridger15 Join Date: 2009-09-16 Member: 68797Members
<div class="IPBDescription">Commander Interface should use the best RTS has to offer</div>So i have a very simple suggestion. Please set gridkeys as the default hotkeys for the commander interface. If you do not know what gridkeys are, i will explain:

<img src="http://img403.imageshack.us/img403/7537/qwerik5.jpg" border="0" class="linked-image" />

This is a cropped picture depicting the bottom right portion of the interface in Company of Heroes (red letters added in photoshop), the recent RTS from Relic Entertainment. As you can see it is a fairly standard grid with the different abilities you can perform for selected unit/building. So here you have your build menus and your different unit abilities etc.

Now since we have a nice 4x3 grid here (not including the left hand column) it fits very nicely on the left side of a keyboard! Gridkeys simply means that you make sure your grid of buttons overlays with the keys on the keyboard. So no matter what unit/building you select in the game, the button to activate the menu/ability in the upper left hand corner will ALWAYS be Q. The one next to that will ALWAYS be W, etc.

This is infinitely easier to use/learn than a system which uses a different button for each ability based on the first letter, unless it's already taken in which case it might be the first letter of the second word in the ability name, unless you can't use that in which case...you get my drift. In addition keeping all the keys on the left side of the keyboard makes it much easier for a touch-typist to hit the keys. I wanted to strangle the guy who thought it would be a good idea to use P as the key to build some units in CoH....


So please PLEASE, if you are not going to have keys remappable, provide grid keys as an option or the default. And even if you are going to allow remappable keys, i suggest gridkeys.

Comments

  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    Playing Natural Selection 1 should be a requirement for posting.
  • SirotSirot Join Date: 2006-12-03 Member: 58851Members
    <!--quoteo(post=1728108:date=Sep 20 2009, 07:17 PM:name=aNytiMe)--><div class='quotetop'>QUOTE (aNytiMe @ Sep 20 2009, 07:17 PM) <a href="index.php?act=findpost&pid=1728108"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Playing Natural Selection 1 should be a requirement for posting.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ya.... This stuff is already in NS1.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    Clarification to the above post: commander hotkeys in NS default to exactly the grid you describe, and can be remapped.
  • Bridger15Bridger15 Join Date: 2009-09-16 Member: 68797Members
    Well damn, it's been so long since i've played NS I forgot.

    Sorry guys :P
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    This reminds me... the system should use binds for the menus rather than some unscriptable key mapping. Not sure why they even decided to hack low level data input in NS1 and write the menu hotkey system themselves, they should have used the much more flexible key binding system.

    menu1A | menu1B | menu1C | menu1D
    menu2A | menu2B | menu2C | menu2D
    menu3A | menu3B | menu3C | menu3D
    menu4A | menu4B | menu4C | menu4D

    Considering meds and ammo are dropped about 1000x more than anything else I would have dedicated a single key to selecting meds and ammo. I imagine every commander has the E+S combo imprinted into their mind. I probably would have gone farther and bound a single key to: alias med "goto_med_request; menu1C; menu2B"


    This was hopefully just an oversight in NS1 anyways.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    Presumably because the standard bind system couldn't handle binding one key to multiple actions (one for when not commanding, the other for commanding).
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    edited September 2009
    Presumably, although it obviously could have been fixed more eloquently. Role specific configs, as many have suggested, probably would have been the easiest solution. Alternatively, a combind command could have be implemented.

    This is all assuming UWE still gives us access to a "console" interface and readable config files for NS2.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    I don't know. I didn't like qwerasdfyxcv as gridkeys. Numpad's easier. At least for me. But it only has 9 digits and the Com-interface had 4x4.
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    <!--quoteo(post=1728167:date=Sep 21 2009, 07:59 AM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Sep 21 2009, 07:59 AM) <a href="index.php?act=findpost&pid=1728167"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't know. I didn't like qwerasdfyxcv as gridkeys. Numpad's easier. At least for me. But it only has 9 digits and the Com-interface had 4x4.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Do you have some kind of a weird lefty setup? Most people put their keyboards next to their mice so they'd have to sit in an unnatural half-turned position while commanding. I can't see it being better than QWER in any way.

    (it's 3x4 and you could certainly map to non-number function keys)
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    Recycle and upgrade cancel should be moved outside the grid, both in separate keys.
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    <!--quoteo(post=1728181:date=Sep 21 2009, 02:59 AM:name=aNytiMe)--><div class='quotetop'>QUOTE (aNytiMe @ Sep 21 2009, 02:59 AM) <a href="index.php?act=findpost&pid=1728181"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Do you have some kind of a weird lefty setup? Most people put their keyboards next to their mice so they'd have to sit in an unnatural half-turned position while commanding. I can't see it being better than QWER in any way.

    (it's 3x4 and you could certainly map to non-number function keys)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Maybe he is left handed? ::shrug::
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    I am left handed but use the mouse with my right hand. I still prefer the numpad over letters, as the numpad is a fixed, quadratic area and the keys are more easy to find instead of the scattered letters you have to memorize. What I mean is, the grid is a block, the letters are not.

    I find it rather weird that most games and developers make <b>not</b> use of the numpad as most functions would be more easy.
    It's not like you place buildings and drops with your keyboard, you use the mouse for it after all. I can't grasp it in words, but for me its more logical to use the numpad to select the stuff to drop.
    When NS2 is finaly out I will show you what I mean as I hope I can redesign the mCom Interface at least a bit if it doesnt support the numpad already.
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    Yeah, I would prob use a numpad if it was on the left side of my keyboard.
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    I've never had a problem locating keys on my keyboard. It's all one giant numpad to me.
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