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BattleGrid Setup


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#1 Ranger207

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Posted 03 February 2012 - 07:57 PM

My 2 cents:

I imagine the BattleGrid to be a "minimap overlay" where when you hit, say, the TAB key, then it expands your minimap to fill the entire screen. I play a lot of RTSs, and I plan to be a commander, so my idea for a simple, yet effective, BattleGrid command system is this:
  • Left click to select a unit. Left click and drag to select multiple units of the same type (eg: 'Mechs, vehicles, buildings, enemies, etc.) If you select multiple types, then it will select your 'Mechs over anything else, then your vehicles, then enemy 'Mechs, then enemy vehicles, then anything else of interest. Left click on nothing interesting to deselect all currently selected units.
  • Left click + SHIFT key to select several individual units. eg: You want to select two 'Mechs, but clicking-and-dragging will select too many 'Mechs or 'Mechs of the wrong type (as in scout or missile boat). Click on one, then hold down SHIFT to select another at the same time. This would also allow for the selection of multiple unit types (as 'Mech or vehicle, but not friendly and enemy).
  • Left + CONTROL key to view information about that unit. Of course, you will get some basic information always displayed, like unit name and health, but ctrl-clicking gives you a little popup window describing the unit in detail. Sorta like the 'Mek info box in MegaMek.
  • Right click to set waypoints for the currently selected unit(s). If you haven't selected any, it assigns one to the whole team. After you click, a menu will appear next to the selected area, lick right clicking in Windows. The menu has different waypoint types, like "Move Here" (picture of a 'Mech running next to the waypoint), "Stay Here" (picture of a 'Mech just standing there), "Attach Here" (picture of a 'Mech shooting), "Defend Here" (picture of a shield), "Scout Here" (picture of a crosshair) or others. Waypoints are private (only that lance can see it) or public (everyone on your team can see it). For lance-assigned waypoints, it says "Letter" (A for Alpha lance, B for Bravo, and C for Charlie) "Number" (assigned consecutively) for a result of, for example, "B4" for Bravo Lance, fourth waypoint or 5 for whole team, fifth waypoint.
  • Right click + CONTROL to create a path- a series of waypoints with arrows between them. The arrows are drawn in the direction of creation. eg: A1>A2>A3 NOT A3<A2<A1.
  • Right click + SHIFT to create an area- waypoints linked together with lines to form polygons, with the waypoints as the vertices. The first and last waypoints are automatically connected.
  • At the bottom of the screen will be lance menus. Click on a menu to select the entire lance, or hover over the menu for it to expand so you can select individual units. Selection rules such as left click + SHIFT still apply.
  • Also at the bottom or top are support actions, such as artillery or a UAV. Select a action, then left click on the BattleGrid to deploy it. Right clicking cancels the placement of the action. Actions already placed cannot be canceled.
Hope I didn't forget anything and explained it clearly enough.

Thoughts or new ideas?

#2 CPTAmerica

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Posted 03 February 2012 - 08:15 PM

I think it will end up being closer to Battlefield 2 style command map.

Lances/Lance Members listed to one side or the other. Support options listed either across the top or to one side or the other with a "cool down" indicator next to them. Map with grid showing friendly units, objectives, and scouted enemy in the middle.

Left click either Lance/Lance Member or Support action then right click on map location. Lance/Lance Members will cause a drop down menu to appear after right clicking in order to issue a specific command (ie. attack, defend, move to, etc).

#3 Chuckie

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Posted 03 February 2012 - 08:18 PM

What your describing, and what I think would work well is simply something simiar to MechCommander2.

#4 Ranger207

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Posted 03 February 2012 - 08:22 PM

View PostChuckie, on 03 February 2012 - 08:18 PM, said:

What your describing, and what I think would work well is simply something simiar to MechCommander2.

I'm trying to explain a slightly-adapted MechCommander (or other RTS)-style system as clearly as possible, with a couple of more sim-like elements, like "paths" or "areas."

#5 New Day

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Posted 08 September 2012 - 01:08 PM

You should copy this to the beta feedback forum, to give ti a bump





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