@paralon said in Developers Iteration III of 2023:
Very important and interesting changes, thank you for the work done. But I would like to clarify what is the need to update the work of mobile factories in parts, while temporarily removing them from the game for czar and mega. If you don't want to break user experience then why not just wait till everything is ready. I guess this is absolutely wrong approach, you canโt do changes like this because of development status, this is completely players experience breaking. You need to prove your point and make some voting among the players
Have you tried the new implementation? I'd love to see the replay id where you did.
Yesterday I did five sessions with five different people. You can find them on the vault:
- https://replay.faforever.com/20660898
- https://replay.faforever.com/20660351
- https://replay.faforever.com/20660146
- https://replay.faforever.com/20657299
- https://replay.faforever.com/20657084
Of course, people need to get used to the fact that the factory module is now a separate unit. But we can't get around that, it is just how the engine works. Once they realized that it was fine, and it worked the way they expected it to work. To sum it up:
- You can (manually) select the factory module by clicking behind the out, outside of the unit. See also the screenshot
- You can do what you can do with a normal factory: queue units, issue rally points, pause it, etc
- Opponents or observers can not select or target the factory module, to them there is just a Fatboy / Tempest / etc
- You can use any existing hotkey that interacts with factories to select / manage the factory modules
- Pausing the main unit will also pause the factory module
- The progress bar of the main unit is updated as units are built
As I mentioned here in response to @magge the solution is of course not perfect yet. I'd love for it to be more complete, but it is not at this time. But calling it 'raw' is far from the truth.