When you get a larger party, organizing your people into groups (engineers, warriors, laborers, farmers, crafters, etc) can get confusing. I have three suggestions, any one of which would help, but all of which would be great! (IMHO) Didn't see these posted in the list of proposals with a quick skim, but forgive me if I missed one.
1> Groupings: Allow characters to be grouped, and those groups to be given a custom label. So Group 1 (Possibly CTRL+1, or similar?) might be labeled "warriors", while group 2 might be "farmers" and group 3 might be "laborers", and group 4 "traders" - or whatever the player wants! There should be overlap possible between the groups, so that your combat-capable laborers and traders can be called to fight easily. A more difficult but powerful execution of this idea would let you mix groups, adding and subtracting at your whim, so (for example), using the example groups above, CTRL+1 and then CTRL+SHFT+4 might select all fighters, and then subtract any selected traders from the active PCs...
2> Class Field: A player-specified text field used as a reference. Personally, I would probably use a short alpha numeric code to indicate weapon type and settlement roles ("Clvr, Sci, Lbr" for someone who uses the Cleaver, specializes in Science and Labor). In my ideal world, this would display on the character sheet in an editable format, AND also on the roster in the GUI, as a quick reference.
3> Roster Organization: Two sub items: a> the ability to drag-and-drop the order of your party on the GUI roster, which also changes their hot-key buttons, and b> the ability to use a hot key/key combo to select characters past the 10th PC.
Thanks for all your hard work - I'm enjoying the game!
Party Organization
I'm going to throw my two bits in here as I didn't see any other thread regarding these topics as of yet.
There's no doubt about it, we're going to need to implement a better system of organization for the squad, especially if we want to eventually raise the squad cap.
I think the OP's first bullet would be the easiest method to organize.
Throw the current 1-10 selection out the window, keep the hotkey to select all squad members, and introduce customizable groups.
Like OP said, CTRL+# could create the group or, with different chars selected, redefine the group (i.e. erase the group bound to CTRL+1 and re-bound it to a different selection, similar to RTS-style games), and CTRL+SHIFT+# would allow dynamically adding and subtracting members of a specific group (i.e. if a char is already a member of CTRL+1, then CTRL+SHIFT+1 would remove him/her from this grouping, and it would add them to the group if they are not already a part of it; this would allow chars to be a part of two or more groups)
I also like the idea of OP's second bullet, but I think this and the first bullet can be combined.
Allowing organization into groups that can be named, or tagged, with whatever the player wants would add a lot more flexibility to this already flexible system that's really easy to implement and use.
There's no doubt about it, we're going to need to implement a better system of organization for the squad, especially if we want to eventually raise the squad cap.
I think the OP's first bullet would be the easiest method to organize.
Throw the current 1-10 selection out the window, keep the hotkey to select all squad members, and introduce customizable groups.
Like OP said, CTRL+# could create the group or, with different chars selected, redefine the group (i.e. erase the group bound to CTRL+1 and re-bound it to a different selection, similar to RTS-style games), and CTRL+SHIFT+# would allow dynamically adding and subtracting members of a specific group (i.e. if a char is already a member of CTRL+1, then CTRL+SHIFT+1 would remove him/her from this grouping, and it would add them to the group if they are not already a part of it; this would allow chars to be a part of two or more groups)
I also like the idea of OP's second bullet, but I think this and the first bullet can be combined.
Allowing organization into groups that can be named, or tagged, with whatever the player wants would add a lot more flexibility to this already flexible system that's really easy to implement and use.
-
- Information
-
Who is online
Users browsing this forum: No registered users and 9 guests