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    Small suggestions topic

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    • Z
      Zokora
      last edited by

      Without access to the source code, the rewind is not possible, very unfortunately.

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      • AskaholicA
        Askaholic
        last edited by

        Even with the source code that does not sound like a “small” change to me

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        • P
          Pavor-
          last edited by

          can the fire beetle have a better blow up range

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          • P
            Pavor-
            last edited by

            also i think the soul ripper could use a little better aa.

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            • P
              Pavor-
              last edited by

              sometimes vision doesnt work right, when a unit is in range of vision but almost out it will go in and out of vision when it should always be visable I didnt get a couple killed because of this one and made me die. would be great if this one got fixed!

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              • AskaholicA
                Askaholic @Jip
                last edited by

                @RowanMorseYT

                • No balance changes, there is a separate forum section for that.
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                • C
                  comdek
                  last edited by

                  I've tried cloning the code to potentially PR this change but it's a bit hard for me, easy for more common contributers I think:

                  Adding Mapsize to the Custom Games lobby info:
                  1d57aa1b-e504-4b24-b883-f9f94d554665-image.png

                  And / or the Reply Tile Info:
                  a519d27b-21e0-49ce-8817-3363f4eff76d-image.png

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                  • F
                    Flatbits
                    last edited by

                    1. Make a game indicator to the custom game lobby if a game is rated or not (based on server settings and/or maps that are not rated). Option to filter games based on "rated" status would also work.

                    2. Tic the "hide default server settings" by default when joining a game.

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                    • S
                      swarm-operator
                      last edited by

                      I see a lot of improvement in the selection and command UI. For example when we select a group of engineers, the group should be able to build anything the highest tech engineer can build. right now, the group can only build what the lowest tech engineer can build. Something like an automatic "higher tech starts build, lower tech support build" would be very nice.

                      Then I noticed formation move commands can't move sideways. This might be a bug though. When a formation faces left and you want it to move up, while still facing left, the whole group rotates to face up, moves there, and rotates again to face left.

                      Also a "select air only" or "select land only" or "engineers only" would be useful. Something you can put on a hotkey like "hold e+mouse select" to select engineers or something. Would be nice if this was in the game fully supported without having to use mods.

                      JipJ T 3 Replies Last reply Reply Quote 1
                      • S
                        swarm-operator
                        last edited by swarm-operator

                        Another idea might be something like built-in timers, for example for scouting. Or alerts in another kind of way, maybe when a factory finished building or some other conditions are met. This could also be scoped by team or player or subset of players, this would help coordinate teams a lot I think.

                        also a resource "expenses" display in player list (right now there are income/balance/storage)

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                        • JipJ
                          Jip @swarm-operator
                          last edited by

                          @longhead said in Small suggestions topic:

                          I see a lot of improvement in the selection and command UI. For example when we select a group of engineers, the group should be able to build anything the highest tech engineer can build. right now, the group can only build what the lowest tech engineer can build. Something like an automatic "higher tech starts build, lower tech support build" would be very nice.

                          This has been suggested before, I am already looking into the viability of it 🙂

                          @longhead said in Small suggestions topic:

                          Then I noticed formation move commands can't move sideways. This might be a bug though. When a formation faces left and you want it to move up, while still facing left, the whole group rotates to face up, moves there, and rotates again to face left.

                          Not a bug, but also not possible I am afraid. The engine does all of that.

                          @longhead said in Small suggestions topic:

                          Also a "select air only" or "select land only" or "engineers only" would be useful. Something you can put on a hotkey like "hold e+mouse select" to select engineers or something. Would be nice if this was in the game fully supported without having to use mods.

                          These already exist - see also the F1 menu for hotkeys.

                          A work of art is never finished, merely abandoned

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                          • ?
                            A Former User
                            last edited by

                            Can we fix that annoying thing that resets the currently selected construction tab for various reasons? Like when you selected a T3 engi, switched to T1 to choose something from there, and then an event happens, and you are back in the T3 tab.

                            S 1 Reply Last reply Reply Quote 1
                            • T
                              TaNkerTANGO
                              last edited by

                              Could you make please somewhere on the top visible how many mass extractors you have and what level those are?
                              By clicking on the icon would be cool to be able to select all Lvl 1 or Lvl 2 to upgrade. That would be useful. I get some struggle with finding all the mass extractors around the map to get the max capacity from those.

                              arma473A 1 Reply Last reply Reply Quote 0
                              • T
                                TaNkerTANGO @swarm-operator
                                last edited by

                                This post is deleted!
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                                • arma473A
                                  arma473 @TaNkerTANGO
                                  last edited by arma473

                                  @tankertango said in Small suggestions topic:

                                  Could you make please somewhere on the top visible how many mass extractors you have and what level those are?
                                  By clicking on the icon would be cool to be able to select all Lvl 1 or Lvl 2 to upgrade. That would be useful. I get some struggle with finding all the mass extractors around the map to get the max capacity from those.

                                  There is a mod that does this: UI Party

                                  Here is a link to a live stream of EspiNoob who is using this mod. You can see the icons for the mass extractors in the top-left. They show the number of mexes and you can click on them to select certain kinds of mexes (not just t1, t2, t3, but also "t1 being upgraded not paused" "t1 being upgraded but paused")

                                  https://www.youtube.com/watch?v=qlxYh5Qhrzo

                                  Should this be part of the base game? Maybe. It would be a lot to add to the base game UI. It would probably have to be an option because not everyone would want it on their screen. It might make the game less accessible to new players if this was the default option. We don't want to scare new players with a super-complicated user interface. So, for now it probably makes sense to leave this out of the base game, and leave it as a UI mod. I certainly wouldn't hate seeing it in the base game. This is one of the mods I use. But the devs probably don't want to bother with it. It would be a lot of work to add. And one of the nice things about UI Party is the ability to customize it. It would probably be a lot harder to do that if "UI Party" was part of the base game. At the very least, anyone who wanted to customize it would need to download a UI mod to do that.

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                                  • FtXCommandoF
                                    FtXCommando
                                    last edited by

                                    Please don’t add that to the default game. We already have hotkeys to select nearest idle mex and a hotkey to upgrade said mex.

                                    1 Reply Last reply Reply Quote 2
                                    • T
                                      TaNkerTANGO @swarm-operator
                                      last edited by

                                      @longhead said in Small suggestions topic:

                                      I see a lot of improvement in the selection and command UI. For example when we select a group of engineers, the group should be able to build anything the highest tech engineer can build. right now, the group can only build what the lowest tech engineer can build. Something like an automatic "higher tech starts build, lower tech support build" would be very nice.

                                      @longhead When selecting the stack of engineers this is indeed annoying that the lower tech gets the advantage with no ability to switch to higher tier and not losing the lower tier from selection.

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                                      • F-OdinF
                                        F-Odin
                                        last edited by

                                        Total map reclaim count in lobby or map details

                                        arma473A JipJ 2 Replies Last reply Reply Quote 2
                                        • arma473A
                                          arma473 @F-Odin
                                          last edited by arma473

                                          @f-odin said in Small suggestions topic:

                                          Total map reclaim count in lobby or map details

                                          Reclaim for dead units is generated dynamically and would change with balance patches (the game spawns in "live" units and then kills them, that's why balance patches can change how much reclaim there is in the middle of Seton's)

                                          And any SIM mods could change the total amount of reclaim

                                          It would be possible for FAF to track the total amount of reclaim based on "no mods at all," generate the map with no ACUs spawning in, check the reclaim totals 30 seconds later, ignore the fact that a small amount of reclaim will die to ACUs spawning in. (And programmatically "kill" every civilian unit/structure on the map before counting the reclaim totals)

                                          But this would have to be done per-map. Maybe someone could make a script to do this and then every time there's a balance patch, re-run it for every map.

                                          And then you'd have to update the lobby to query FAF to ask for each map what the reclaim totals are.

                                          It also should completely not work with adaptive maps, not that that matters. (I wouldn't throw away this innovation just because on 5% of the maps that people play it wouldn't work)

                                          So basically I think it would require a lot of work, probably not worth it, but I certainly wouldn't mind if someone can get it done.

                                          Alternatively, the host could generate the map and count the reclaim based on the active mods every time the host picks a map in the lobby just to get the number to display. This seems like a big waste of computer resources and would delay being able to start a hosted game. It would become super annoying to the host every time the host changed the map.

                                          Edit: MAYBE it would be very easy to generate this number for mapgen maps. And that is where it would be the most useful to HAVE this number.

                                          F-OdinF 1 Reply Last reply Reply Quote 1
                                          • JipJ
                                            Jip @F-Odin
                                            last edited by

                                            @f-odin said in Small suggestions topic:

                                            Total map reclaim count in lobby or map details

                                            I'd like this too - but I'm afraid it is not that easy. The Ozonex editor provides a small table that one can retrieve for total mass / energy reclaim values, but it doesn't appear to be accurate and it only takes into account props. Let alone that older maps and the GPG maps do not have this table.

                                            Computing the total mass / energy reclaim values is easy once the simulation started, but before that we do not have access to the content of the map beyond a preview and the information in _scenario.lua.

                                            A work of art is never finished, merely abandoned

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