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I
made
the
tech:
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I
made
the
tech:
https://github.
com/ZeroK-RTS/Zero-K/commit/a8e6953c511139cc2605286e51fca1dfc417397f
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*
https://github.
com/ZeroK-RTS/Zero-K/commit/a8e6953c511139cc2605286e51fca1dfc417397f
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*
https://youtu.
be/clFrw9_dmlo
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https://youtu.
be/clFrw9_dmlo
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[quote]Global research is the simplest, most straight-forward way to implement the things that I think are being asked for in this thread: viable multi-fac production while keeping factory choice == faction choice. It makes proxy facs the same cost as closeby facs - cheap if already unlocked, expensive if not yet unlocked; I don't know whether that matters.[/quote]Global research is my least favorite proposal because it adds and entire new domain to the game.
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[quote]Global research is the simplest, most straight-forward way to implement the things that I think are being asked for in this thread: viable multi-fac production while keeping factory choice == faction choice. It makes proxy facs the same cost as closeby facs - cheap if already unlocked, expensive if not yet unlocked; I don't know whether that matters.[/quote]Global research is my least favorite proposal because it adds and entire new domain to the game.
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[quote]Note that your UI won't allow for someone who knows what they're doing to deliberately place a second master factory within range of a first; maybe there needs to be a way to override the placement so you can say "no, I actually do want another expensive factory here, not a cheap one".[/quote]If you really want to you can drag a row of factories. I don't know many cases where you want to do this. Also, the widget could be put in the menu and toggling it could be bindable to a hotkey.
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[quote]Note that your UI won't allow for someone who knows what they're doing to deliberately place a second master factory within range of a first; maybe there needs to be a way to override the placement so you can say "no, I actually do want another expensive factory here, not a cheap one".[/quote]If you really want to you can drag a row of factories. I don't know many cases where you want to do this. Also, the widget could be put in the menu and toggling it could be bindable to a hotkey.
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[quote]I think your radical third option to teach the game through widgets will only serve to frustrate new players. "Why won't this stupid thing let me build another factory?!? @#%$@!!@@#$!!" Watching new players I've seen a number of things that are mysterious and frustrating to them; let's not add another one. [/quote]I don't think so. Players are not set on making a new factory, they want to make more units and see making a new factory as the easiest way to do this. The UI is essentially saying that when you put factories close enough together you instead produce a modular extension of the factory (a Caretaker). This is the same UI that I would implement for the more involved modular factory pad system. The only difference is the Caretaker model and tooltip (which I also renamed from "Static Constructor" to "Construction Assistant").
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[quote]I think your radical third option to teach the game through widgets will only serve to frustrate new players. "Why won't this stupid thing let me build another factory?!? @#%$@!!@@#$!!" Watching new players I've seen a number of things that are mysterious and frustrating to them; let's not add another one. [/quote]I don't think so. Players are not set on making a new factory, they want to make more units and see making a new factory as the easiest way to do this. The UI is essentially saying that when you put factories close enough together you instead produce a modular extension of the factory (a Caretaker). This is the same UI that I would implement for the more involved modular factory pad system. The only difference is the Caretaker model and tooltip (which I also renamed from "Static Constructor" to "Construction Assistant").
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You could be right, but you haven't convinced me that it is not worth trying.
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You could be right, but you haven't convinced me that it is not worth trying.
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