Improvement suggestions
Posted: Wed Apr 02, 2014 8:26 pm
Hi.
First, a great thanks to the developers of open RA to create this amazing game for free, excellent work!
I have a few suggestions to improve the gaming experience:
1) reloading of air units:
If I have 5 air units selected and right click on an empty air field, they should all fly there and reload, one after another. Also if there is another free airfeeld in proximity, they should use that as well. That would make commanding of big air-groups way easier. But probably hard to implement that...
2) show the current availabile and needed energy in actual numbers over the energy bar. Currently it only shows up when you hover over it. Maybe make this optional.
Also make an indicator for each building in the list, that indicates if you would have enough energy after you built that building.
3) auto attack for air-units, speaks for itself
4) better unit target selection AI
For example I have 2 rifle-man and 2 rocket soldiers, and attack-move them to 1 enemy tank and 2 enemy rifle-man.
The rilfe man shoudl attack the other rifle man, and the rocket soldiers the tank
Maybe just make a priority list for each unit.. which target it will attack first ?
I'm a C# developer myself, and I might be interested in contributing... how hard would it be to implement those changes ?
BR, General
First, a great thanks to the developers of open RA to create this amazing game for free, excellent work!
I have a few suggestions to improve the gaming experience:
1) reloading of air units:
If I have 5 air units selected and right click on an empty air field, they should all fly there and reload, one after another. Also if there is another free airfeeld in proximity, they should use that as well. That would make commanding of big air-groups way easier. But probably hard to implement that...
2) show the current availabile and needed energy in actual numbers over the energy bar. Currently it only shows up when you hover over it. Maybe make this optional.
Also make an indicator for each building in the list, that indicates if you would have enough energy after you built that building.
3) auto attack for air-units, speaks for itself
4) better unit target selection AI
For example I have 2 rifle-man and 2 rocket soldiers, and attack-move them to 1 enemy tank and 2 enemy rifle-man.
The rilfe man shoudl attack the other rifle man, and the rocket soldiers the tank
Maybe just make a priority list for each unit.. which target it will attack first ?
I'm a C# developer myself, and I might be interested in contributing... how hard would it be to implement those changes ?
BR, General