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    Weekly Discussion #29 - What would you like to see in the game next?

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    • DeribusD Offline
      Deribus Global Moderator
      last edited by

      Our game team overlord @Jip has asked what large features you guys would like to see worked on next.

      Useful links:

      • Old Small Suggestions Topic
      • Jip's WIP Documentation
      • Previous Releases
      • Start Contributing
      • In-progress PBR Shaders Project
      • Terrain Shaders Rework
      • Advanced UI Features
      • Current Development Iteration
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      • DeribusD Offline
        Deribus Global Moderator
        last edited by

        Reserved

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        • ThomasHiattT Offline
          ThomasHiatt
          last edited by

          Pretty much everything I could think of fell into the client, server, or balance domains, but after extensive thought I did think of a single thing.

          There is a blueprint variable:

          AttackGroundTries = 'n', <This determines the number of shots at a ground target before moving on to the next target.>
          

          That would be cool if it was set to 1 for bombers, or able to be toggled in some way, so that you can queue up multiple ground attacks ahead of time. The problem is that when you use this variable it causes bombers to miss by quite a bit, like how all bombers used to miss their first pass when FA was launched. It would be nice if this was fixed and implemented in some way.

          JipJ 1 Reply Last reply Reply Quote 5
          • JipJ Offline
            Jip
            last edited by

            Interesting πŸ™‚ , it appears to miss by quite some margin. But we can look into that

            A work of art is never finished, merely abandoned

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            • maudlin27M Offline
              maudlin27
              last edited by maudlin27

              Unsurprisingly mine are PvE related! However they're all UI/client related rather than changing the actual game.

              • AI in matchmaker (https://forum.faforever.com/topic/5549/the-what-ais-in-ladder-season-2 and the separate discord discussion)
              • UI rework for both the lobby and the client, to improve the experience for PvE players. On the lobby side, an improved AI selection interface where you just select you want an AI opponent and then it results in a separate drop-down menu to pick the AI; a drop-down menu to set its AiX modifier individually (if it's possible for it to be different for individual AI); and a button to get more AI that takes you to the mod vault and shows you a filtered list of the AI mods to pick from (with a nice to have being a rating displaying for each AI so players have a better sense of its strength); On the client side, introducing something like this (and earlier post in the same thread) to improve the campaign selection:
                https://forum.faforever.com/topic/5642/coop-campaigns-order/13

              M27AI and M28AI developer; Devlogs and more general AI development guide:
              https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
              https://forum.faforever.com/topic/5331/m28ai-devlog-v150

              1 Reply Last reply Reply Quote 4
              • ? Offline
                A Former User
                last edited by

                Limiting the number of SACUs: https://forum.faforever.com/topic/4715/sacu-lives-matter.

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                • ZeldafanboyZ Offline
                  Zeldafanboy
                  last edited by

                  Cosmetic faction texture skins

                  put the xbox units in the game pls u_u

                  1 Reply Last reply Reply Quote 1
                  • TheWeakieT Offline
                    TheWeakie
                    last edited by

                    Remove ui lag thanks boss

                    1 Reply Last reply Reply Quote 0
                    • JipJ Offline
                      Jip @ThomasHiatt
                      last edited by

                      @thomashiatt said in Weekly Discussion #29 - What would you like to see in the game next?:

                      Pretty much everything I could think of fell into the client, server, or balance domains, but after extensive thought I did think of a single thing.

                      There is a blueprint variable:

                      AttackGroundTries = 'n', <This determines the number of shots at a ground target before moving on to the next target.>
                      

                      That would be cool if it was set to 1 for bombers, or able to be toggled in some way, so that you can queue up multiple ground attacks ahead of time. The problem is that when you use this variable it causes bombers to miss by quite a bit, like how all bombers used to miss their first pass when FA was launched. It would be nice if this was fixed and implemented in some way.

                      I've looked into this. It appears the bomber acts as if it a regular move order and therefore de-accelerates too soon, causing the bomb it is dropping to hit somewhere in the vicinity, usually in front of the target

                      A work of art is never finished, merely abandoned

                      ThomasHiattT 1 Reply Last reply Reply Quote 2
                      • E Offline
                        Evildrew
                        last edited by

                        I would like to see a Beetle being built and used...
                        Also would like to see a Beetle explode on a GC's claw, now when it falls to the ground.

                        1 Reply Last reply Reply Quote 0
                        • TheWeakieT Offline
                          TheWeakie
                          last edited by

                          Idk what to tell you boss but i see more beetles build in high lvl teamgames than rhino's.

                          The main reason why you see very little of them in general is because 1. The current meta is focussed on t3 land rush while beetles are only really good against t1/t2 and 2. Because the map were you play 50% of your games on is specifically bad for beetles because there's a big chokepoint where 1 radar can see everything.

                          Beetles exploding in gc's claw sounds cool though

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                          • CheeseBerryC Offline
                            CheeseBerry
                            last edited by

                            How about overlays for units and structures as implemented in e.g. ecomanager and idle-engineers?

                            Quite a few of the better players use ecomanager purely for the overlays and having a nicer looking version of idle engineers accessible to everyone from the settings menu would certainly be amazing πŸ˜„

                            CheeseBerryC 1 Reply Last reply Reply Quote 1
                            • maudlin27M Offline
                              maudlin27
                              last edited by maudlin27

                              I dont know if this is possible but having groups of engineers of different tech and factions that are selected at once be able to build anything that one of the selected engineers can (eg if you select 2 uef t2 engineers and 2 t3 aeon engineers, you could get them to build a t3 pgen (uef would assist the aeon engis) or a triad (aeon would assist the uef engis). Ideally via the main building selection screen and hotkeys but I expect only hotkeys might be feasible.
                              Similarly seecting a mix of t1-t3 engis would allow building t3 buildings with the lower tech engis assisting the higher tech engis

                              M27AI and M28AI developer; Devlogs and more general AI development guide:
                              https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
                              https://forum.faforever.com/topic/5331/m28ai-devlog-v150

                              1 Reply Last reply Reply Quote 3
                              • JipJ Offline
                                Jip
                                last edited by Jip

                                @maudlin27 what you're asking is not possible. But we did implement a hotkey that allows you to quickly split your selection. See also:

                                • https://github.com/FAForever/fa/pull/4587

                                And then specifically option (7). You'll need two key bindings:

                                596fae90-e399-4087-b2f0-78e248b071e0-image.png

                                Then you hit the 1st one to create the splits, and hit the 2nd one to switch your selection between the splits. That way you can quickly do what you're asking:

                                • first split only contains the highest tech (tech 3 in your example)
                                • issue build order for tech 3 power generator
                                • second / third split contains tech 2 or tech 1 engineers
                                • issue assist order to one of the tech 3 engineers

                                A work of art is never finished, merely abandoned

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                                • speed2S Offline
                                  speed2
                                  last edited by

                                  Galactic War

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                                  • Ctrl-KC Offline
                                    Ctrl-K
                                    last edited by

                                    Key actions overhaul πŸ‘€

                                    β€œBe a yardstick of quality. Some people aren’t used to an environment where excellence is expected.”
                                    β€” Steve Jobs.
                                    My UI Mods
                                    Support me

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                                    • ThomasHiattT Offline
                                      ThomasHiatt @Jip
                                      last edited by

                                      @jip said in Weekly Discussion #29 - What would you like to see in the game next?:

                                      I've looked into this. It appears the bomber acts as if it a regular move order and therefore de-accelerates too soon, causing the bomb it is dropping to hit somewhere in the vicinity, usually in front of the target

                                      Does that mean it can be fixed or not? Strange that changing the number of times it does a ground attack changes the interpretation of the order. I guess it is probably a new variable that was added with FA and was never properly implemented or something.

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                                      • ThomasHiattT Offline
                                        ThomasHiatt
                                        last edited by

                                        Has anyone ever tried using DLL injection to get more control over engine side things? Maybe you could intercept calls to the audio API and fix them or pass them along to a more modern API to fix the sound bug. I don't know what else could be accomplished with it, I'm just vaguely aware of the technique.

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                                        • S Offline
                                          STlNG
                                          last edited by

                                          First-person ACU perspective

                                          1 Reply Last reply Reply Quote 4
                                          • S Offline
                                            STlNG
                                            last edited by STlNG

                                            Subs build underwater mass, hydro, sonar, and reclaim.

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