Ease of managing the many units - idea collection
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Ease of managing the many units - idea collection
I recive many compaints about being hard to move the many units (micromanaging)
MOVE: compaints can be of 2 reasons
a) the multiselect + waypoint is not known by people
b) or the multiselect + waypoint is too cumbersome to use, and we need some other mechanism/ui feature for that.
ATTACKING: also an additional thing is attacking, maybe we could make that easier too, eg. with multiple selected units (archers) attack one unit (like putting waypoint) and all archers selected would start shooting that unit ? is this a needed feature?
so please list here your ideas how to make the units commanding less tiresome/micromanagment like.
thanks!
MOVE: compaints can be of 2 reasons
a) the multiselect + waypoint is not known by people
b) or the multiselect + waypoint is too cumbersome to use, and we need some other mechanism/ui feature for that.
ATTACKING: also an additional thing is attacking, maybe we could make that easier too, eg. with multiple selected units (archers) attack one unit (like putting waypoint) and all archers selected would start shooting that unit ? is this a needed feature?
so please list here your ideas how to make the units commanding less tiresome/micromanagment like.
thanks!
Re: Ease of managing the many units - idea collection
1. Waypoint for attacking - as You said already.
2. Groups - set unit to follow another selected unit (leader) - a sort of mobile waypoint (somebody wrote it already - cannot find link).
3. Putting units under AI management.
4. Stand ground stance - set unit to not show as unmoved until unset.
2. Groups - set unit to follow another selected unit (leader) - a sort of mobile waypoint (somebody wrote it already - cannot find link).
3. Putting units under AI management.
4. Stand ground stance - set unit to not show as unmoved until unset.
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- Puss_in_Boots
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Re: Ease of managing the many units - idea collection
How about grouping an entire block of army to move all at once instead of one at a time? Could be useful for maps of large homogeneous blocks of armies.
OLÉ
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Re: Ease of managing the many units - idea collection
Ya one problem with way point selecting multiple units is that at end of turn, each unit moves one by one and sometimes blocks path of behind units making it very inefficient, although path blocked by natural obstacles will b a problem, its still useful in open mapsPuss_in_Boots wrote: ↑Mon Oct 28, 2019 9:31 pm How about grouping an entire block of army to move all at once instead of one at a time? Could be useful for maps of large homogeneous blocks of armies.
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Re: Ease of managing the many units - idea collection
Puss_in_Boots wrote: ↑Mon Oct 28, 2019 9:31 pm How about grouping an entire block of army to move all at once instead of one at a time? Could be useful for maps of large homogeneous blocks of armies.
this one made me think.
1. i select many units with block select
2. i click a single click on an extra unit (added to selection)
3. i click on an unoccupied tile
a) currently: all selection gets vanished.
b) new way: only a green "floating" target sign will appear (the waypoint icon, but floated(?)) and if user clicks onto that sign again it gets confirmed? (and all units starts to move, and if can not reach than keep target as waypoint and in next turn it will move again)
ok but how do u deselect your selection? (what u can easily do now by clicking an empty tile)
shall i put a "multiselect cancel" button somewhere? where?
maybe like this?
- makazuwr32
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Re: Ease of managing the many units - idea collection
What about making additional button under 3 dots button in top right corner for disabling this feature? Because i personally due to not so good ai pathing prefer manually move all units.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
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Re: Ease of managing the many units - idea collection
if u dont like it to move automatic than you simply dont use it, so dont need to disable anything.
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Re: Ease of managing the many units - idea collection
i sometimes accidently click all units and could activate it.
To avoid that i am asking for this.
To avoid that i am asking for this.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
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Re: Ease of managing the many units - idea collection
I generally dont make switches for all features:)
Also itself is a double confirmed thing so practically impossible to misuse it.
- makazuwr32
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Re: Ease of managing the many units - idea collection
Well let's try it firstly and than discuss.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
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Re: Ease of managing the many units - idea collection
ok, but i wait for opinions that how the control of the feature should work and look like.
i made a concept drawing to easy understanding.
i made a concept drawing to easy understanding.
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Re: Ease of managing the many units - idea collection
ok, this is ready by using the current stand ground button.
1. removing shield and "waypoint" buttons from top
2.
a) placing button right above the button left "unit info paper" sheet (similar buttons like abilities on bottom right) showing sanes and activated stance highlited (normal, go waypoint, stand ground and so on)
b) making a new button in place of earlier "sheild button" on top, that shows the curren stance, and clicking on it brings up other stance buttons to select from.
later we might need some stance buttons somewhere, so like4. Stand ground stance - set unit to not show as unmoved until unset.
1. removing shield and "waypoint" buttons from top
2.
a) placing button right above the button left "unit info paper" sheet (similar buttons like abilities on bottom right) showing sanes and activated stance highlited (normal, go waypoint, stand ground and so on)
b) making a new button in place of earlier "sheild button" on top, that shows the curren stance, and clicking on it brings up other stance buttons to select from.
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Re: Ease of managing the many units - idea collection
ok here are the two alternatives for stance buttons ( i tried to write above):
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Re: Ease of managing the many units - idea collection
I like more first variant.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Ease of managing the many units - idea collection
I liked the version with the pop-up button aswell, but it being on the middle is an uncorfortable vision as the extra buttons block part of the main game... Can you try it on the side or bellow the 3 dots button?
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Re: Ease of managing the many units - idea collection
those are not there almost ever, only when u drop them down and select a button, if u click elsewhere button also goes hidden again. (like a dropdown)
Re: Ease of managing the many units - idea collection
I know, just said that bcz... Since this new feature is hidden there as a pop-up button, that will not make it less strange when stuff pops up in the middle of the screen when you actually use it...
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group attack
I would love to be able to select a group of archers and have them all attack an opponent building or unit.
Re: Ease of managing the many units - idea collection
Almost exactly the same as second point in original post.
Merged.
Merged.
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Re: Ease of managing the many units - idea collection
I like the idea of setting a waypoint on a target so selected multiple units head there aiming to attack. I lost a game recently using waypoints on a huge map because my archers were automatically shooting nearby rocks instead of enemy which were also in range..