Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Koren Ellens
DUST University Ivy League
12
|
Posted - 2013.02.06 22:14:00 -
[1] - Quote
A few suggestions about the squad leader controls for setting goals; They all revolve around the main issue of being cumbersome during the heat of the battle. At least I struggle with it.
* The map during respawn (including first drop) should be available for setting targets, for example by hitting R3 to toggle between spawn selection and goal selection.
* An "attack" goal on NULL cannons should switch to "defend" automatically after taken over, unless another goal has been set meanwhile; Also, if the cannon was successfully hacked by the other team while on "defend", it should switch back to "attack".
* The overlay (accessible via R2 & R3) should offer a menu that lists possible targets additionally to using the aim mode. For example: Hit R3 first gives you the menu for the aimed goals (select a goal, then aim at the target, as it is now); Second time R3 shows all objectives (A..E) and selecting an objective gives its available goals; Third time R3 shows all squad members (including yourself) and selecting a member gives its available options.
With these extra R3 wheels, I can keep running without frantically trying to get the target screen-centered.
While we're at it to avoid the goal-aiming mode - it is difficult to connect to the proper target. It seems the target of objectives is always a little off or doesn't connect at all - or connect with any of the bystanders. |
Qubot Sendai
Sanmatar Kelkoons Minmatar Republic
2
|
Posted - 2013.02.08 22:22:00 -
[2] - Quote
what am thinking is to have only ONE type of target/"goal-aiming" designator to tag objectives. let the mercs in your squad assess the situation as needed when they get there.. ; and a list of primary targets for easy pick where line of sight to primary (null cannon) objectives is blocked or compromised in busy areas. now you, as squad leader, can also have fun with the rest since you didnt have to waste time thinking whats the difference between ATTACK and CAPTURE. which is all the same when you get there. cause it's either ours or theirs. so go get. this can work just fine with the current system as well.. and makes for less on-screen clutter as faster decision making. |
Stefan Stahl
Seituoda Taskforce Command Caldari State
25
|
Posted - 2013.02.08 22:36:00 -
[3] - Quote
There are two approaches here: a) Have one context sensitive command that can be issued to everything. Apply it to a squad member, it becomes a defend order, apply it to a hostile tank and it's an attack order. b) Have different commands that can only apply to certain objects and ignore all non-targetable entities. This is exactly what we have now, except that the attack order will rather select the enemy behind the hill than the friendly in front of you just to tell you that attacking a friendly is an invalid command. Similarly a capture command would always snap towards the nearest objective or installation instead of targeting a random blueberry. With this functionality the targeting could be made much easier since there are fewer things that the current command applies to.
I have no issues with both approaches being implemented. |
|
|
|
Pages: 1 :: [one page] |