Open softsound opened 5 years ago
additional references: #678 and #737
This needs to be fleshed out precisely along with UI and UX.
Company of Heroes Legacy Star Wars: Empire at War Supreme Commander
Current task: design and mock up visual assets for demo
First draft: 17th Final version: 24th
Contingency: re-evaluate on 17th
Here is what starcraft uses
We have a lot of different ship actions:
All of these actions stem from the parameters of each ship and it's target - because they are inherent, and we want to avoid overloading the UI, we will keep them as is.
Abstracting these commands to a radial wheel would leave each wheel practically with only one entry. If we add things such as:
We should revisit this ticket
Radial Menu:
What happens when you have multiple ships What happens when you have more than 4 icons What happens when you have a variable number of icons
Sidebar:
Vertical min is 720 Segmentation between commands and build actions
I think I need to mock up 3 different use cases.
I think we also should consider positioning actions vs offensive vs technical actions.
(Multi-Group select actions) - smallest amount of possible actions All ships should have positioning actions - move to point, patrol (look for nearby interactions in set area - auto collect resources/attack), Follow (set to follow a leader or unit), Rally (group together)
(Group select actions/ Single unit action/ Multi-Group select actions) Some ships should have offensive actions - attack (sub attack categories nearest enemy, weakest enemy, fastest enemy, enemy furthest away), defend ( circle around units? run into line of fire?)
(Group select actions/ Single unit action) - highest amount of group actions if single unit Some ships should have technical actions - Repair, Takeover, Toggle Interrupt, Gather, Move (Interrupt to attack/gather), drop bomb.
I still like my QAR idea. It could be centered among all units selected like finding the middle of the select box. The main idea is starting with the smallest possible actions possible and working upwards because the smallest amount of actions affects the most units and affects gameplay the most.
The highest actions would be:
From there units are broken between offensive and technical.
Offensive
Technical
Combat units
For technical units a total of 6 actions is available.
Repair ship
Takeover ship
Collecting ship
Bomb ship
All ships use 6-7 actions if single/group else all ships use 5 actions if multi-group. All ships default to 5 actions unless they have key actions.
Notes Set to control group would add an action to multi-group/single/group. Bumping all actions across the board up 1.
Jump command would add an action to multi-group/single/group or be it's own ship with the standard 6 actions.
We need to provide a way to show UI for
The difference between patrol & guard is patrol is more wandering the map whereas guard has ships wander only on known areas.
I think we should go back to my ring concept from last year. (QAR) - #285 near the bottom
kinda similar to lol.
cursor change:
Then when the user clicks next the icon leaves that mark on the selected object or position.
Use the action menu to set mass follow, destroy, attack, move to way point, guard or patrol.
674 #621 #595 #590 #433 #285