Small suggestions topic
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Yo.
Is it possible to make the cybran acu laser weapon a toggle, like the shields on aeon/uef ACUS?
It may sound strange, but using the example of https://replay.faforever.com/16458241
I've come to the opinion that cloak by itself + gun is in a lot of cases better than if you had it with laser. Reason being in the middle of a fight, it is impossible NOT to notice a huge red laser and immediately recognise what's going on. Que rapid and rabid pinging from everyone on your team. Invisible monkeylord bug jokes aside.
But if on the other hand you don't have this upgrade, you're free to basically OC at will and more often than not your opponent won't realise why his units are being chewed up so fast.
Anyway, maybe its just me who likes screwing around with late game cybran ACU's so much.
Cheers!
Sov
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@build_more_flak block auto fire
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Put combat sacus onto the same selection priority as normal units. would be a lot nicer to micro them when random other units are also mixed in.
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@eternal He wants the acu to shoot its regular gun without also firing the laser so that won't work unless I am missing something. I like the idea and it gives even more options for varied cybran acu play options.
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When someone disconnects from a game you are not allowed to give any actions for around ~1 second while the game simulation continues moving forward. Would it be possible to remove this 1 second control lockout entirely? If not, would it be possible to at least automatically pause the game for the lockout period?
It can actually decide the game, especially if multiple people leave consecutively, e.g. in situations where you are fighting air and one player is behind the other, and suddenly neither player can issue orders. Also, I don't recall this being a thing in the past, so if someone could point me to when this feature was added that would be great.
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@archsimkat I vote for removing this
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It was added like 2 years ago and it was added because it removed a huge majority of the desyncs in replays. You basically used to have a desync in every teamgame replay if a person decided to leave mid game.
Vastly more coherent to ban something as rare as exploiting the pause than to remove something that gives a huge net benefit, if anything.
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Solving desyncs is great, so there's no need to remove the lockout entirely. Maybe just automatically pause the game for the 1 second duration and then automatically resume so you don't have periods in the game where nobody can issue orders?
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@archsimkat said in Small suggestions topic:
Solving desyncs is great, so there's no need to remove the lockout entirely. Maybe just automatically pause the game for the 1 second duration and then automatically resume so you don't have periods in the game where nobody can issue orders?
This is very possible, upvote this post if people want this solution.
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@jip Geez I had no idea you could upvote on this forum lol If we do implement this can a message be put in chat saying whats happening? And can it unpause itself automatically??
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Yes, we can unpause it automatically too.
Edit, these are the functions:
- https://github.com/FAForever/fa/blob/deploy/fafdevelop/engine/User.lua#L836
- https://github.com/FAForever/fa/blob/deploy/fafdevelop/engine/User.lua#L841
When a player leaves, we issue a pause. And then we can keep it paused for ~ 1 to 2 seconds, before we automatically continue by issuing a resume.
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i would like to have an option in lobby to turn it off if this is possible. I would like to enjoy the gameplay, not a hour long boring replay
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I'm afraid that the toggle to disable the UI is part of the executable and the implementation doesn't allow you to toggle it.
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Can you pause the game, make the pause/unpause disabled for the players to prevent interference then unpause the game and reenable the button for the players?
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Right now, the option to expand the idle engies or factories menu only appears when you actually have an idle factory/engie, and - at least for me - the button is somewhat difficult to click because it's so small. In my opinion you should always want the expanded version of the menu, so my suggestion is as follows.
This is how it is currently:
This is my suggested version:
Excuse the bad image editing, but could you create a menu option to show expanded idle factories AND engies menu by default?
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A UI mod can do that too, no need to embed that in the repository.
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I was thinking of the flags in the game lobby that shows where we all live. If there was also a small icon showing if each player had indicated (somewhere) that they spoke/understood english that would be potentially helpful. I'm one of the (few?) people who types a lot in game, trying to rally or focus the team and I've often had games where no one responds lol so maybe they literally don't understand me meaning I'm wasting my time and it would be useful to know to stick to pings
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I'm not sure about that last suggestion. I think the country flag is already a good indication whether you can expect someone to understand / speak english. And even then, sometimes people just want to be able to play in slience.
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The real question is: Do we want to show the flags at all?
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An idea I have which may need play testing and discussion is if you que engineers to build multiple building they can sometimes get in the way of the next building in the que. The build has wait until all units that are in the way to move. My suggest is have units that are in the way of the next build que move out of the way and avoid this location before it starts to be built.