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Restructure RA's vehicle build tab. #16958

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merged 1 commit into from Oct 6, 2019

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SoScared commented Aug 18, 2019

vehicles2

Grants easier access to the vehicles using the function hotkeys + overall just looks cleaner.

*edit: Broadly described you'll see utility, armored and light/special vehicles occupying each column.

*rejected: However the position of the Supply Truck sticks out like a sore thumb in regards to its prerequisite (lights up when buildable). As a solution to this I suggest locking the unit behind the Supply Depot. Tho purely for aesthetic/logic reasons the infrequent use of the Supply Truck ought to make the change uncontroversial.

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matjaeck commented Aug 18, 2019

As a solution to this I suggest locking the unit behind the Supply Depot.

I find this quite controversial tbh, as there are no reasons for the change aside from fixing problems that are introduced by the PR.

I also can't see the improvement of the proposed order. IIRC you can change the hotkeys for the slots if it's too hard for you to reach some of them. I don't see why everyone should be forced to learn new hotkeys or rebind them instead.

Edit: could it be that the proper feature request is to allow rebinding slot hotkeys per production tab?

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SoScared commented Aug 18, 2019

Broadly described you should see utility, armored and light/special vehicles occupying each row. Personally I find it more pleasing to the eye and provides a bit more oversight. It seemed justifiable to tuck away the Supply Truck for that reason.

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matjaeck commented Aug 18, 2019

Ah, it's sorted by columns! I haven't noticed this before because I only looked at the rows which are atm progressively populated by tech requirements.

It seemed justifiable to tuck away the Supply Truck for that reason.

I find it difficult to justify gameplay changes with UI considerations, but can live with it if the active community/discord people want the change. Same goes for my concern that we potentially force other players to learn new hotkeys. Past has shown that it doesn't make sense to argue against them, so if there is a consensus on discord forget my concerns.

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Punsho commented Aug 18, 2019

Supply truck could be locked behind a resource silo for visuals.

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SoScared commented Aug 18, 2019

Ah, it's sorted by columns! I haven't noticed this before because I only looked at the rows which are atm progressively populated by tech requirements.

Yeah I should have explained it in the OP.

My impression so far (on Discord) is that the change is appealing. I don't expect much backlash on the hotkey issue tbh. It's easy to adapt and grants better access to popular vehicles in slots F1-F6. Pretty sure they can get on board with that.

The one real hot spot imo. is with the Supply Truck prerequisite change as you say, to merely fit in with the UI. Personally I suspect it won't come up as an issue for team players but it's hard to sample their opinion.

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MustaphaTR commented Aug 18, 2019

👎 to Supply Truck requiring Service Depot. I would rather it stay at the end with no prerequisites than this. But i would be more happy with left column being Harvester -> Supply Truck -> MCV ->Minelayer.

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abcdefg30 commented Aug 18, 2019

I'm also not sure if requiring a Service Depot is a good idea. Most times I've seen Supply Truck usage was when a player lost too much during an early game base push and one rarely has a Service Depot then.

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SoScared commented Aug 18, 2019

@MustaphaTR Would you protest having the Supply Truck buildable alone bottom left?

vehicles3

Bumping the unit up as you suggest would solve the prerequisite slots issue but I feel having the MCV and Minelayer up front just looks much better. If people are fine with this I'd love to put this up as a solution.

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dragunoff commented Aug 19, 2019

I think it's better to have the supply truck at the bottom - it's a rarely used unit. I also think it's OK to have "unbuildable gaps" in the palette - for example a gap would appear if radar is built before SD.

Another solution to this problem might be to allow the player to reorder the palette in settings.

@SoScared SoScared force-pushed the SoScared:SoScared-buildpaletteorder branch from ccd7d46 to 73187d2 Aug 19, 2019
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SoScared commented Aug 20, 2019

Removed the SD prerequisite.

Restructure RA's vehicle build tab. More streamlined and better looking.
@SoScared SoScared force-pushed the SoScared:SoScared-buildpaletteorder branch from 73187d2 to be9f393 Aug 20, 2019
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fruestueck commented Sep 15, 2019

I would swap the Radar Jammer with the Phase Transport as the Transport would fit visually into the armored column. Not sure if it indeed is more tanky.
Generally I like the rearrangement of the production tabs as long as it doesn't scare the playerbase.

But I'm just a poor, little conscript and my guard duty is up

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SoScared commented Sep 16, 2019

Keep in mind the slot on Phase Transport is shared with the Chrono Tank, Mobil Gap + Soviets as unique vehicles.

@abcdefg30 abcdefg30 merged commit 1557f4c into OpenRA:bleed Oct 6, 2019
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abcdefg30 commented Oct 6, 2019

@reaperrr reaperrr mentioned this pull request Nov 8, 2019
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