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The amount of downvoting on here feels like ideological arguments rather than solution seeking. As though we're hellbent on take being a thing again. Take has its own nightmares which I view as unsuitable as a solution:
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1 |
The amount of downvoting on here feels like ideological arguments rather than solution seeking. As though we're hellbent on take being a thing again. Take has its own nightmares which I view as unsuitable as a solution:
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3 |
Let's say two people go afk. One on the other side of the map and the other near you. Should you get all these units? By being unable to select what units you want out of it, you get a bunch of useless stuff on the other side of the map which discourages users from taking on a big pile of units. Worse yet: this will only exaggerate the problem as units pile up due to inertia. The more units that get stuck in afk limbo, the less likely anyone is to go and take up the units.
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3 |
Let's say two people go afk. One on the other side of the map and the other near you. Should you get all these units? By being unable to select what units you want out of it, you get a bunch of useless stuff on the other side of the map which discourages users from taking on a big pile of units. Worse yet: this will only exaggerate the problem as units pile up due to inertia. The more units that get stuck in afk limbo, the less likely anyone is to go and take up the units.
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5 |
You're
now
hiding
something
behind
a
very
unknown
[b]UI
command[/b].
How
many
lower
ranked
people
know
about
/take?
The
number
of
people
I
have
to
tell
about
/fps
and
/luaui
reload
tells
me
there's
probably
exactly
10
people
max
in
this
community
that
know
about
/take.
This
means
you're
still
stuck
with
the
veteran
players
dealing
with
the
units
or
teaching
noobs
about
it,
and
I
don't
think
the
crowd
that
contains
"Mexes
are
shared
idiot"
as
a
'teaching'
method
is
going
to
work
out
well.
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5 |
You're
now
hiding
something
behind
a
[color=orange][tooltip=A
text
input
command
like
/luaui
reload.
These
are
bad
because
they
cannot
be
discovered
easily.
Typically
only
power
users
know
about
these.
]UI
command[/tooltip][/color].
How
many
lower
ranked
people
know
about
/take?
The
number
of
people
I
have
to
tell
about
/fps
and
/luaui
reload
tells
me
there's
probably
exactly
10
people
max
in
this
community
that
know
about
/take.
This
means
you're
still
stuck
with
the
veteran
players
dealing
with
the
units
or
teaching
noobs
about
it,
and
I
don't
think
the
crowd
that
contains
"Mexes
are
shared
idiot"
as
a
'teaching'
method
is
going
to
work
out
well.
This
leaves
us
with
either
some
other
vet
dealing
with
the
units
(
passing
the
buck)
or
getting
frustrated
about
units
dying
and
nobody
doing
anything.
This
system
is
inherently
flawed
by
expecting
someone
to
step
up
for
a
monumental
task.
Instead
of
being
able
to
take
over
individual
units
or
a
group
of
units,
you
have
to
take
on
the
entire
afk
pool
which
is
exactly
what
we
have
right
now
(
minus
someone
actually
getting
the
units)
.
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6 |
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6 |
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7 |
All
this,
for
what?
A
hundred
units
you
can
ignore?
I'd
rather
see
the
current
system
be
fixed
up
than
reenable
take.
There's
such
low
hanging
fruit
laying
around:
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7 |
A
[color=orange][tooltip=A
command
in
the
top
left
bar]global
command[/tooltip][/color]
that
locally
takes
units
would
be
a
superior
option
because
users
can
pick
and
choose
what
units
that
they
want
instead
of
getting
a
mass
blob
of
units.
This
prevents
the
inertia
problem
while
having
a
more
visible
option
on
screen
while
keeping
the
opt
in
nature
of
/take.
Alternatively,
the
user
could
just
click
near
the
unit
they
want
without
selection
and
be
given
it.
Point
is
having
smaller
self-contained
tasks
(
like
command
this
group
of
units)
instead
of
a
monumental
task
(
Deal
with
every
factory,
commander,
constructor,
all
the
units,
etc)
makes
the
system
far
more
approachable
and
allows
for
self-organization.
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8 |
- Don't transfer units that can't be commanded. (IE: solars)
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9 |
- Track how many times a player has received units and try to evenly distribute them.
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10 |
- Add a take units global command that gives you inactive units in an area.
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11 |
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12 |
A global command that locally takes units would be a superior option because users can pick and choose what units that they want instead of getting a mass blob of units. This prevents the inertia problem while having a more visible option on screen. UI commands should be expected to be power user commands, not daily use commands.
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