Author Topic: Optimizing Gameplay Suggestions  (Read 2255 times)

Golkombie

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Optimizing Gameplay Suggestions
« on: 21 July 2016, 19:53:05 »
In high level plays, I find it very difficult to manage my production; because, units cannot be built by the push of a button and multiple buildings cannot be hotkey into one control group.

My thoughts:
A)The issue of units not having hotkeys to be build can be easily fixed by giving them hotkeys. I suggest this format: ZXCV for the first row of units(including upgrades). Press tab to select the next row. An outline should form around the second row to inform the player that he is selecting the second row. Once selected, the ZXCV will be used to train units. This should apply to multiple buildings if A is implemented.

B)When you left drag/click/or shift+left click to add/select building(s) I suggest that you should be able to select multiple buildings without also selecting multiple units. Currently, one can only select a building per hotkey and that makes it problematic to use resources efficiently.
To be honest, I'm just honest..

-Archmage-

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Re: Optimizing Gameplay Suggestions
« Reply #1 on: 22 July 2016, 00:59:06 »
I think 'A' can be taken care of much more easily with Company of Heroes style building buttons at the bottom. No matter where you are on the map, you can access your buildings menus from the bottom right.
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Golkombie

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Re: Optimizing Gameplay Suggestions
« Reply #2 on: 22 July 2016, 19:05:14 »
Can you explain about Company of Heroes' UI?
My suggestion is based on Starcraft style UI. I chose it as my bases because it is smooth and proven; however, I felt that assigning specific keybindings to specific units will limit unit variety. Therefore, the ZXCV-[tab] is a great alternative to the Starcraft UI. If Company of Heroes UI style or whatever it is based on can accomplish or do better then it's an alternative that we can consider.
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-Archmage-

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Re: Optimizing Gameplay Suggestions
« Reply #3 on: 22 July 2016, 19:31:28 »
I really think we should shy away from having a purely hotkey driven interface.
Having icons (located wherever fits best) for each building type (would group same building types, distribute commands evenly across groups), as well as hotkeys that correspond to the visual part of the GUI function, would be the best method in my mind.

I've been playing Glest/MG for years now, and I still find new hotkeys that I never knew about. This isn't great interface design, and is one of the top complaints about older versions of Blender.

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Golkombie

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Re: Optimizing Gameplay Suggestions
« Reply #4 on: 23 July 2016, 17:18:06 »
There are problems with Company of Heroes GUI being used since Megaglest is pretty sandbox in comparison. In Megaglest, you can build production facilities anywhere on the map and this may cause rally issues. Units may enter hostile territory by accident due to the placement of these facilities. Company of Heroes is simply a different sub-genre of RTS than Starcraft, 0 A.D., and Megaglest(at least in my opinion, because the Starcraft is all about build, produce, kill with a sandbox like approach).

I've been playing Glest/MG for years now, and I still find new hotkeys that I never knew about. This isn't great interface design, and is one of the top complaints about older versions of Blender.
The only way to discover hotkeys is through trials and error and curiosity. Why? Because the issue with hotkeys is that it isn't taught in Megaglest. There are no tutorials, explanations nor campaigns that teach anything, which is a serious problem in itself. People have asked me how do I produce that many units or how do you get an army so fast. It's because I have brought experience from other RTS games which have explained their GUI, so the player base would be more evenly matched and  informed. Therefore, I find that a GUI based on hotkeys is necessary, since it evens the playing field and optimizes gameplay.

But how do we teach them? Easy.
Make Mini-Campaigns of 5 missions that teach the players the basics. To prepare the player for PvP, the player should be required to finish at least 3 missions of the campaign. Those 3 missions will teach the players all the basic. The rest of the campaign will teach the player advance tactics, if they are interested.
AND/OR
Add more tips in loading screens. Having 3 tips that teaches the player important hotkeys or tactics will help players remember the hotkeys.

These methods will make hotkey and perhaps future features easier to remember for the Steam Playerbase.
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-Archmage-

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Re: Optimizing Gameplay Suggestions
« Reply #5 on: 23 July 2016, 17:42:46 »
Reasonable.

If I'd thought for 5 seconds, I would've realized that my Blender example proves your point. I've memorized just about the whole keyboard of hotkeys used in Blender, and my entire Blender workflow is pretty much based on hotkeys.

I'd guess we can make the tutorial missions with the scenario system as it is now.
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Golkombie

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Re: Optimizing Gameplay Suggestions
« Reply #6 on: 23 July 2016, 17:57:01 »
We can start on the first two scenarios, which will teach the players the very basics.
In the third mission we can talk about mass production and hotkeys, which cannot begin because it hasn't been implemented yet. We will have to wait on Titi for this.
For the last missions, we should focus on more abstract aspects of the game, such as tactics and build orders(when to expand or what path of the faction you are pushing for).
Also, I'm still very interested in the idea of increasing the amount of advises in loading screens. 
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-Archmage-

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Re: Optimizing Gameplay Suggestions
« Reply #7 on: 25 July 2016, 03:53:08 »
Perhaps get help from EarthBreach on this. I'm spending enough time working on art for mods right now, I don't want to start scripting too. :P
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Golkombie

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Re: Optimizing Gameplay Suggestions
« Reply #8 on: 25 July 2016, 19:33:01 »
Great Idea!
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andy_5995

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Re: Optimizing Gameplay Suggestions
« Reply #9 on: 13 March 2017, 03:25:32 »
In high level plays, I find it very difficult to manage my production; because, units cannot be built by the push of a button and multiple buildings cannot be hotkey into one control group.

The feature was added to MegaGlest v3.13.0.