Some feature requests

Discussion about the game and its default mods.
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xtf
Posts: 8
Joined: Sat Jul 10, 2004 7:18 am

Some feature requests

Post by xtf »

Game looks great already! Some feature request from me:
Add map size to map list.
RA2-style right-click drag scrolling
Don't shade build options when another structure/unit is being build.
Allow buildings to be placed right after build order. Being able to queue multiple buildings this way would be even nicer.
Allow all build tabs do be displayed below eachother (on high res).
Allow factories to be 'linked', such that they get a single build tab and each factory picks the first order from the queue.
Bigger radar.
No scrolling past map edge.

BTW, what's the difference between real and pseudo full-screen?

Sprog
Posts: 23
Joined: Tue Aug 30, 2011 1:40 am

Post by Sprog »

this is a remake of an old game, so far everything in this game is really close to the original and some of these things i wouldnt really agree wtih
xtf wrote: Game looks great already! Some feature request from me:
Add map size to map list.
RA2-style right-click drag scrolling
Don't shade build options when another structure/unit is being build.
Allow buildings to be placed right after build order. Being able to queue multiple buildings this way would be even nicer.
Allow all build tabs do be displayed below eachother (on high res).
Allow factories to be 'linked', such that they get a single build tab and each factory picks the first order from the queue.
Bigger radar.
No scrolling past map edge.

BTW, what's the difference between real and pseudo full-screen?
the map sizes are already there, the shading was a part of C&C and it's fine, the scrolling off the edge hasnt happened to me, and allowing buildings to be placed right after build order? that's how RA and C&C were designed originally. and i dont understand what you mean by the linking idea. the radar is a good size, i play openra in 1080p and i can see everything clearly.
yum, carebear soup

chrisf
Posts: 246
Joined: Mon Sep 06, 2010 4:59 am

Post by chrisf »

Hold middle-mouse to pan.

I'll look into not shading build options; there's no real reason we need to do it.

xtf
Posts: 8
Joined: Sat Jul 10, 2004 7:18 am

Post by xtf »

Sprog wrote: the map sizes are already there,
It's in the details, not in the list.
the shading was a part of C&C and it's fine,
C&C didn't allow queueing...
the scrolling off the edge hasnt happened to me, and allowing buildings to be placed right after build order? that's how RA and C&C were designed originally.
So?
and i dont understand what you mean by the linking idea.
One build queue for multiple factories.
the radar is a good size,
For you...
chrisf wrote: Hold middle-mouse to pan.

I'll look into not shading build options; there's no real reason we need to do it.
That's not how the feature works in RA2. In RA2, you drag a little and it keeps scrolling in that direction with scroll speed proportional to the drag distance.

Sprog
Posts: 23
Joined: Tue Aug 30, 2011 1:40 am

Post by Sprog »

go to moddb, they have C&C for free download and it works with xp/7. otherwise the RA mod for this has only 1 build queue in the new 906 build.

and as for the buildings being placed instantly after build orders, that's not how all the building in C&C and RA games are built. you need to find a different game because i dont think that's ever going to happen with openra.
yum, carebear soup

xtf
Posts: 8
Joined: Sat Jul 10, 2004 7:18 am

Post by xtf »

Sprog wrote: go to moddb, they have C&C for free download and it works with xp/7. otherwise the RA mod for this has only 1 build queue in the new 906 build.
I've got the original games...
and as for the buildings being placed instantly after build orders, that's not how all the building in C&C and RA games are built. you need to find a different game because i dont think that's ever going to happen with openra.
Why?
It's quite a simple option to implement and doesn't really change the gameplay.

chrisf
Posts: 246
Joined: Mon Sep 06, 2010 4:59 am

Post by chrisf »

It could be implemented in OpenRA, but it actually *does* change the gameplay quite a lot.

xtf
Posts: 8
Joined: Sat Jul 10, 2004 7:18 am

Post by xtf »

It depends, you have a number of choices.
1. Allow but don't require placement indication when a structure produce order is given.
2. Require placement indication. Changes gameplay a bit.
3. Require *and* start construction at the final location. Really changes gameplay, but might actually be quite cool.

Sprog
Posts: 23
Joined: Tue Aug 30, 2011 1:40 am

Post by Sprog »

xtf wrote: It depends, you have a number of choices.
1. Allow but don't require placement indication when a structure produce order is given.
2. Require placement indication. Changes gameplay a bit.
3. Require *and* start construction at the final location. Really changes gameplay, but might actually be quite cool.
so make a mod, i dont want this in the released versions and i dont think id be the only one.
yum, carebear soup

xtf
Posts: 8
Joined: Sat Jul 10, 2004 7:18 am

Post by xtf »

Any updates?

Is it just me or has progress slowed down?

MrTweek
Posts: 7
Joined: Mon Aug 13, 2012 2:54 am

Post by MrTweek »

hmm when you write a mod or a test-Mod it will maybe included as an feature =/

xtf
Posts: 8
Joined: Sat Jul 10, 2004 7:18 am

Post by xtf »

Sounds like yes, progress has slowed down, a lot.

Matt
Posts: 1155
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post by Matt »

Your feature requests might not be too popular. A bigger radar map seems the only useful one to me. Have a look at OpenRA/mods/ra/chrome/ingame.yaml to see if you can change this on your own.

Generalcamo
Posts: 50
Joined: Sun Sep 26, 2010 12:06 am

Post by Generalcamo »

Don't use the forums to suggest things. Use the GitHub Repository.

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zypres1
Posts: 277
Joined: Mon Oct 24, 2011 8:22 pm

Post by zypres1 »

xtf wrote: Sounds like yes, progress has slowed down, a lot.

No.. https://github.com/OpenRA/OpenRA/network

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