4 IN 1 0 Posted September 19, 2012 Primary weapon and Secondary: Already under the same key, that already take away your need for an extra key for one of them. Note: Remember the reason you have a secondary, it is there in case you run into a stoppage with your Primary, or for whatever reason your Primary is not available. Chance is that if you have your secondary up and switch to grenade or AT launcher, you are going back to secondary first, but just in case you have time to go back to primary and troubleshoot whatever problem you have, press and hold transition key should bring up weapon icon to be highlight by mouse wheel(or mouse movement) and select by releasing transition keys.(Not on the same old scroll list of 100 text structure which most people hate about) Rifle grenade/under barrel grenade launchers/attachments: same press/hold icon highlight system, with the additional function of grenade type selections, system automatic remember last selected/loaded grenade type. (Remove the need to tap-tap-tap-tap-tap to cycle through different type of HEs/DHDP/flares etc. or through function should keep, with the cause of having to wait through all the animation played when switching ammo type, you want it to be realistic, right?) Hand grenade/smoke/hand throw items: same press/hold icon highlight system as rifle grenade with same function/penalty, you want it to be realistic, right? RIGHT? High explosive/Launcher class: same press/hold icon highlight system as rifle grenade with same function/penalty. I bet you still can still have some C4 in one of your pockets? Right? OK, that is 4+1 keys , but hey, you can place these 4 keys everywhere you like, just stay away from the number rows for god knows whatever flying unicorn changes BI happens to have about the action menus. Share this post Link to post Share on other sites
Iroquois Pliskin 0 Posted September 19, 2012 (edited) So many words to explain such a simple mechanic, and not a single key listed, but alright: Primary weapon and Secondary: Already under the same key, that already take away your need for an extra key for one of them. Okay, suppose Primary-to-Sidearm and Sidearm-to-Primary is Number key 1. Note: Remember the reason you have a secondary, it is there in case you run into a stoppage with your Primary, or for whatever reason your Primary is not available. What of scenarios where there are no primary weapons? Chance is that if you have your secondary up and switch to grenade or AT launcher, you are going back to secondary first, but just in case you have time to go back to primary and troubleshoot whatever problem you have, press and hold transition key should bring up weapon icon to be highlight by mouse wheel(or mouse movement) and select by releasing transition keys Wow, and I thought my explanations were hard-to-reach for the non-FPS crowd. So now we cram even more functions onto that one "Transition key on Number key 1", and use a mouse wheel to operate the on-screen weapons menu - are you out of your mind? The sole reason for this thread is to unload the bullshit F-cycle key to a separate, functional, FLEXIBLE dedicated map for weapons. I won't even comment the rest. 4+1 keys in your map with crap functions, that are no better than the current scroll lists, which the new player won't be able to operate properly. I take it all other realistic/tactical FPS like Swat 4 and the whole Rainbow Six range have it wrong, and even semi-authentic, like BF with millions of players. I won't even mention the Classic FPS. The separate 5-key map with separate weapons has 20 different permutations by virtue of being so flexible. Just wow. P.S. You're desperately trying to salvage the wreck of the 24-key AI command interface - good luck with that. Edited September 19, 2012 by Iroquois Pliskin Share this post Link to post Share on other sites
HKFlash 9 Posted September 19, 2012 I agree with Iroquois. Share this post Link to post Share on other sites
rye1 22 Posted September 20, 2012 You still have to make a mod of this Iroquois. :D This is a conflict over lack of proof and all speculation. When Coulum argued about the AI's obvious failures he posted videos and even worked on the tpw mod [evidence, references]. :cool: Doooo iiiit! Share this post Link to post Share on other sites
chortles 263 Posted September 20, 2012 Incidental note: As long as a rifle to pistol transition is fast enough to save my in-game character, I don't care if the animation is "drop sling" or "throw over back". :D Iroquois, you already quoted Smookie's answer on that subject, though I'd point to this part of that quote about changing to drop sling: "obviously it consumes a lot of resources and time which can be distributed better. " As for the CONTROLS... although Ctrl+WSAD is in use as of the E3 build (and I'm guessing the GC build) for the "stance adjustment" system, I don't expect blindfire to be in ARMA 3 by default the way that tactical pace and the stance system is -- blindfire seems to require some degree of either sticky cover (whether third-person shooter style or RO2 style) or "the game recognizes positions from which relative to the terrain you can move your arms/hands enough to move the weapon around this obstacle to shoot from", whereas the stance adjustment system was specifically meant to work around NOT having sticky cover. SMK Animations is great as a model for what I'd rather see as the default for ARMA 3 infantry combat, despite the lack of dedicated weapon keys, but let's not pretend that it can be imported 1:1 when BI is not even bothering with an ad hoc attempt at "sticky cover" like SMK's "back-to-wall" implementation. Share this post Link to post Share on other sites
Guess Who 10 Posted September 20, 2012 The sole reason for this thread is to unload the bullshit F-cycle key to a separate, functional, FLEXIBLE dedicated map for weapons. This. By a million ... :butbut: Share this post Link to post Share on other sites
Iroquois Pliskin 0 Posted September 20, 2012 (edited) This is a conflict over lack of proof and all speculation. Is ArmA/OFP the only game your guys play? Like, seriously? There's proof in the form of all First Person Shooters on PC for the last 16 years. If people have a lack of coordination in real life and can't find the sidearm in a perfectly positioned, perfectly designed holster, or take out a grenade on the belt/tactical vest from a small pouch, while the rifle is suspended on a sling - that's not my problem. P.S. References have been posted all over the forums, including the PvP thread. You want me to post Battlefield BC2/3 footage and extrapolate on that? People will cry - that's arcadish, look at that insta-swap! Of course it's arcade - the animations are none-existent or fast, which Smookie accounts for. pXuV2tWry88RGU-liVAlw0zcybVuORN5A7IEOtvupVnEebpIhUVZvXY Replace the sidearm with grenades in the last scenario at a longer animation, and you have proper grenade mechanics.The M203/under barrel GLs have their own perfectly-designed hand grip and trigger, which makes Pistol -> M203 transition authentic, since if you need to employ the GL, you will go straight for it. o1UlMdWH8FIArmA = COD, yet? "ZOMG, ZMOOKIE wat hav u doen to our gaem!" Of course not, since overall mechanics of recoil, movement speed and other factors bring the general feel of authenticity, and if dedicated keys were in place, that particular animation could become a liiiittle bit longer.CQB in one of my favourite games, 1-5 number row weapons map; some animations may seem too quick, pEyH2HBJG-UP.S. I hope people are not viewing this post on their iPhones. xD Edited September 20, 2012 by Iroquois Pliskin Share this post Link to post Share on other sites
4 IN 1 0 Posted September 20, 2012 (edited) I agree with Iroquois. And I disagree. So many words to explain such a simple mechanic, and not a single key listed, but alright:Okay, suppose Primary-to-Sidearm and Sidearm-to-Primary is Number key 1. What of scenarios where there are no primary weapons? What? You have difficulty to logically automatically switch to the only other weapon at your disposal? Wow, and I thought my explanations were hard-to-reach for the non-FPS crowd. So now we cram even more functions onto that one "Transition key on Number key 1", and use a mouse wheel to operate the on-screen weapons menu - are you out of your mind? No, it is you who have your brain lock up to understand how it would work. The idea is taken from crappy console port RS:V quick menus(which, as crap as the game are, is the only good part of the game), take away the squad command bit and left only weapons bit, further cut it up to weapon class base, which effectively left only the press hold open/release to selection function menu system for separate weapon class, the game logic should memorize the last chosen prim/second weapon so that even if you switch to sidearm for whatever reason it will go back to that weapon, without removing ability to switch to another weapon if player wanted to. I won't even comment the rest. 4+1 keys in your map with crap functions, that are no better than the current scroll lists, which the new player won't be able to operate properly. I take it all other realistic/tactical FPS like Swat 4 and the whole Rainbow Six range have it wrong, and even semi-authentic, like BF with millions of players. I won't even mention the Classic FPS.The separate 5-key map with separate weapons has 20 different permutations by virtue of being so flexible. Just wow. The number row dependency start at the old school shooter like Doom, where movement control only required arrow keys while leaving your left hand completely free for all other controls, things change when mouse control start to get popular, where left hand start to get over tasked with things, while number row weapon selection kind of stick, at the same time one man army shooter games became very popular where player have the ability to carry as much weapon to fill up all 10 keys as possible, they are there just because that is the only place logical for such amount of weapons, while realistic shooters have it there because no one actually think about body mechanism. Result is that more people depend on reload key when prim runs dry instead of transition to second, even if it is faster that way. And now you guys are talking about throwing every fucking player action control up to the number key row, further complicating the controls, when you can just leave those separate. Yeah, just WOW! P.S. You're desperately trying to salvage the wreck of the 24-key AI command interface - good luck with that. As long as the command tree structure are given no change, there is no point in changing 24 key command interface because it will still fill up 30% of the screen, that said, if BI revisit the command tree structure to make it suitable for new AI menu, I actually have no problem with it at all. Edited September 20, 2012 by 4 IN 1 Share this post Link to post Share on other sites
Iroquois Pliskin 0 Posted September 20, 2012 You're just porting the F-cycle to a graphical interface, I'm sure those guys in the example footage above have none of that, when they transition between equipment. I'm not going to continue this discussion on some console port interface, since the battle has been decided and Pliskin will either get the standard weapon mechanics, as seen in every other FPS, which would be appreciated by new players, or Pliskin will get to tell you, "I TOLD YOU SO", when the CQB mechanics will stay wooden, like a fine World War I equipment rucksack. Share this post Link to post Share on other sites
Smurf 12 Posted September 20, 2012 Seriously, there is nothing left to say. The thread is going in (tiny) circles, Devs probably already took some notes and there is no point in discuss something that we don't fully know. Besides that, every scheme borrows something from other game where it works, so there you go with the "proof of concept". Share this post Link to post Share on other sites
maddogx 13 Posted September 20, 2012 I admit to merely having skimmed over the last few pages of the discussion, but even then I can tell that most of it is circular. So I'm just going to ignore all of that and throw my own (hopefully) comprehensive proposal out there, divided into sections for your reading pleasure: #1 - AI control Retain the old AI number key commands, but relocate them to the NUMPAD (same numbers, different location), thus freeing up the normal number keys for Other Stuffâ„¢. Add context sensitive command key with rose menu, covering move/watch/suppress/attack/defend commands; similar to current spacebar command mode, but not using a list. Add a second command key with rose menu covering some other commands that are not context sensitive (report status, return to formation, combat/speed/stance modes). Keep current F1-F12 system for (de-)selecting AI. #2 - Weapon selection Weapon selection on the number keys. (Re-mappable of course, this would just be my preference.) 1 - Primary weapon (rifle) 2 - Secondary weapon (sidearm). 3 - Launcher style weapon. 4 - Explosive grenades (press several times to cycle different types, if applicable). 5 - Non-lethal grenades, e.g. smoke (press several times to cycle different types, if applicable). 6 - "Put" style weapons, e.g. satchels (press several times to cycle different types, if applicable). [*]Keys 7, 8, 9 & 0 could be reserved for future/custom weapons types. (Type defined in CfgWeapons.) [*]Add a separately bindable key for toggling between primary and secondary. (If other weapon is currently selected, switch to primary if available, otherwise to secondary, otherwise do nothing.) [*]An optional GUI for weapon selection should be available. Well, shit, that took longer than expected and now I have to run. Not done yet, but I think I got the most important parts covered. Share this post Link to post Share on other sites
Iroquois Pliskin 0 Posted September 20, 2012 MadDogX, good weapons map, but I'd have the under barrel grenade launcher/other primary weapon attachments on a separate key, or if you wish to keep your current map, you could cycle between Primary weapon and any attachments (under barrel shotgun/grenade launcher) by tapping the "1 - Primary weapon (rifle)" key. :) 4 - Explosive grenades (press several times to cycle different types, if applicable).5 - Non-lethal grenades, e.g. smoke (press several times to cycle different types, if applicable). Seeing as there is only two types of Frag grenades in the Armaverse, I'd rather keep all nades on a single key, having 4 different cycle-able grenades in one spot wouldn't be a burden, especially if a single tap bring up Frags first. ---------- Post added at 14:29 ---------- Previous post was at 14:23 ---------- Review my proposal, #2 - Weapon selection Weapon selection on the number keys. (Re-mappable of course, this would just be my preference.) 1 - Primary weapon (rifle) & primary weapon attachments (grenade launcher) - tap to cycle between them 2 - Secondary weapon (sidearm). 3 - Launcher style weapon. 4 - Grenades (press several times to cycle different types, if applicable). 5 - "Put" style weapons, e.g. satchels (press several times to cycle different types, if applicable). [*]Keys 6, 7, 8, 9 & 0 could be reserved for future/custom weapons types. (Type defined in CfgWeapons.) Once main weapons group is agreed on, we can later review the satchels, AT mines, claymores, bouncing Betties, tripwire antipersonnel mines - all have been confirmed for ArmA III Satchels, Claymores need a detornator - could be either a separate key, or cycle-able on the same weapons key as the placed explosive. ---------- Post added at 14:33 ---------- Previous post was at 14:29 ---------- To contrast, here's one of my older maps: Key 1 - Primary weapon; 2 - Sidearms (handguns etc); 3 - Under barrel grenade launchers of the primary weapon (M203/GP-25); 4 - AT launchers/RPGs; 5 - Grenades (hitting 5 repeatedly cycles through various grenades if you have them: frag, smoke (red), (green) etc); 6 - ??? 7 - Mines: Claymores, Betties, IEDs (hitting 7 repeatedly cycles between mine types, also cycles the detonator); 8 - Satchels, explosives (C4?) (operation is exactly the same as with mines); Although, you could have the detonator separately from the mine/explosive dedicated key, let's say key 9 or 6. :) Share this post Link to post Share on other sites
HKFlash 9 Posted September 20, 2012 And I disagree. While I don't like to speak for other people, I think that by now we all know you do. Share this post Link to post Share on other sites
Tonci87 163 Posted September 20, 2012 I admit to merely having skimmed over the last few pages of the discussion, but even then I can tell that most of it is circular. So I'm just going to ignore all of that and throw my own (hopefully) comprehensive proposal out there, divided into sections for your reading pleasure:#1 - AI control Retain the old AI number key commands, but relocate them to the NUMPAD (same numbers, different location), thus freeing up the normal number keys for Other Stuffâ„¢. Add context sensitive command key with rose menu, covering move/watch/suppress/attack/defend commands; similar to current spacebar command mode, but not using a list. Add a second command key with rose menu covering some other commands that are not context sensitive (report status, return to formation, combat/speed/stance modes). Keep current F1-F12 system for (de-)selecting AI. #2 - Weapon selection Weapon selection on the number keys. (Re-mappable of course, this would just be my preference.) 1 - Primary weapon (rifle) 2 - Secondary weapon (sidearm). 3 - Launcher style weapon. 4 - Explosive grenades (press several times to cycle different types, if applicable). 5 - Non-lethal grenades, e.g. smoke (press several times to cycle different types, if applicable). 6 - "Put" style weapons, e.g. satchels (press several times to cycle different types, if applicable). [*]Keys 7, 8, 9 & 0 could be reserved for future/custom weapons types. (Type defined in CfgWeapons.) [*]Add a separately bindable key for toggling between primary and secondary. (If other weapon is currently selected, switch to primary if available, otherwise to secondary, otherwise do nothing.) [*]An optional GUI for weapon selection should be available. Well, shit, that took longer than expected and now I have to run. Not done yet, but I think I got the most important parts covered. The bold stuff! Share this post Link to post Share on other sites
Ekko 1 Posted September 20, 2012 I like these ideas, but if there is one thing that concerns me about the controls, then it has to be walking, tactical pace, jogging and running. I don't see how this will work on the keyboard! I hate the press W two times to sprint and I believe that shift is the wrong button for walking,(I know you can change it though, just speaking on behalf of newbies who hate to change their keys) many games use shift for running or sprinting and I believe that makes more sense seeing as how it takes a little more effort to run than to walk, pressing shift for running in this case would be just perfect. But then what do we do about walking? I would really like to use shift for running or sprinting... I really like MadDogX's system though with weapon selection and AI control. Its the best one so far Share this post Link to post Share on other sites
Iroquois Pliskin 0 Posted September 20, 2012 I like these ideas, but if there is one thing that concerns me about the controls, then it has to be walking, tactical pace, jogging and running. I don't see how this will work on the keyboard! I hate the press W two times to sprint and I believe that shift is the wrong button for walking,(I know you can change it though, just speaking on behalf of newbies who hate to change their keys) many games use shift for running or sprinting and I believe that makes more sense seeing as how it takes a little more effort to run than to walk, pressing shift for running in this case would be just perfect. But then what do we do about walking? I would really like to use shift for running or sprinting... This guy doesn't appear to have any issues, hTlAiYUS5JE In ArmA, you use walking far more frequently than sprinting, besides in ArmA III, tactical pace will become the new sprint - who wants to move around with their weapon lowered, except for extreme GTFO situations?So again, walking is also vital in CQB due to ArmA's recoil, and Lemnos is going to have 70-90% of the buildings enter-able. :) Any mappable key configuration is a non-issue from the start - being lazy is not an excuse.---------- Post added at 21:18 ---------- Previous post was at 21:12 ---------- #1 - AI control Retain the old AI number key commands, but relocate them to the NUMPAD (same numbers, different location), thus freeing up the normal number keys for Other Stuffâ„¢. Add context sensitive command key with rose menu, covering move/watch/suppress/attack/defend commands; similar to current spacebar command mode, but not using a list. Add a second command key with rose menu covering some other commands that are not context sensitive (report status, return to formation, combat/speed/stance modes). Keep current F1-F12 system for (de-)selecting AI. Having given some thought on AI command interface, I'm liking the Numpad + Radial-Rose menu-on-a-single-key solution. If I can remember all of the important AI commands (haven't played ArmA in a year :icon_mrgreen:), I'll draw up a radial menu for you guys.A single radial would be enough, only 2-4 commands on the radial need to be context sensitive: "Move to" translated to -> Get in, when pointed at a vehicle, "Move to" -> Engage/attack when pointed at an enemy, so forth. Share this post Link to post Share on other sites
rye1 22 Posted September 20, 2012 There's proof in the form of all First Person Shooters on PC for the last 16 years. Proof isn't entirely measured through other games, capabilities are, unless you want ARMA to be another one of those FPS's. If what you're saying [which you are] is that it should have the productive and pro elements to those games, which would take the obvious tweaking to the ARMA engine to make it workable, realistic and authentic, such as their examples of weapon selection and control schemes then great. But until then it's all speculation on how it would work in ARMA, would it feel right? You never know until it's in the game and tested. You should modify the game and make a UI system, a control scheme, as listed here because I wouldn't count on BIS modifying ARMA 3 for such a system. I can see it improved, but the underlying issues will probably still remain. An example to back up your proof, that you can actually play test or even see on an ARMA video would be the best way to silence the haters or those that look on it with speculation. Want to work on a mod? Share this post Link to post Share on other sites
Iroquois Pliskin 0 Posted September 20, 2012 So we need to learn programming, scripting, animation modeling to get a very obvious point across? This is not how beta, even alpha, testing works. I'm continuing to put up with bullshit, because I know BIS are listening, and they know exactly what we're talking about. Share this post Link to post Share on other sites
Nicholas 5 Posted September 20, 2012 So we need to learn programming, scripting, animation modeling to get a very obvious point across? This is not how beta, even alpha, testing works. I'm continuing to put up with bullshit, because I know BIS are listening, and they know exactly what we're talking about. They know what the problem is and they have stated that they are working on solutions to a better key mapping and alternatives to the action menu. You don't have to do scripting to get your point across, but it sure would be a great proof of concept that your idea will work for everyone that will play ArmA III. You know it will work for you. But you can't just say "Hey, this is what I think it should be like because this is the way it works best for me" and then force it on everyone. (Well, you could, but it wouldn't be very nice.) Share this post Link to post Share on other sites
Iroquois Pliskin 0 Posted September 20, 2012 (edited) #1 - AI control Retain the old AI number key commands, but relocate them to the NUMPAD (same numbers, different location) Add context sensitive command key with rose menu, covering move/watch/suppress/attack/defend commands. Here's the example I promised, ignore the square outlines - no octagon template in Paint and I'm using a laptop touchpad. :P Full res: http://i45.tinypic.com/119p9id.jpg (447 kB) [*]Add a second command key with rose menu covering some other commands that are not context sensitive (report status, return to formation, combat/speed/stance modes). One is enough, see above. Formations can be accessed from the Numpad, as you've said, and to my recollection everything else appears to be on the radial menu. There's only one context-sensitive partition/action in the case of my example menu. Activation is via ONE key depress -> mouse swipe -> hotkey release. An example of a gesticulate radial-rose menu in Crysis 1, HLddvNiXym4 If you know of other activation options, do tell. :)---------- Post added at 23:45 ---------- Previous post was at 23:35 ----------BIS would probably invest time, so proper iconography is in order, but the concept is the same, http://dl.dropbox.com/u/79438515/vlcsnap-2012-08-31-18h56m43s137.jpg (Carrier Command) Edited September 20, 2012 by Iroquois Pliskin Share this post Link to post Share on other sites
Iroquois Pliskin 0 Posted September 21, 2012 Here's the example I promised, ignore the square outlines - no octagon template in Paint and I'm using a laptop touchpad. :PFull res: http://i45.tinypic.com/119p9id.jpg (447 kB) ...to my recollection everything else appears to be on the radial menu. There's only one context-sensitive partition/action in the case of my example menu. Activation is via ONE key depress -> mouse swipe -> hotkey release. An example of a gesticulate radial-rose menu in Crysis 1, Some revisions already: "GET IN/BOARD" wouldn't be on the same partition with "MOVE TO" due to not being able to order AI to move directly to a vehicle without boarding it. "GET IN/BOARD" should be shared with "DISEMBARK" - a second context-sensitive partition. Swap "SUPPRESSIVE FIRE" & "FALL INTO FORMATION" places - left side of the menu has all of the passive/negative commands. If anyone has any suggestions as to inclusion of a particular command - do tell. :) This radial alone is enough to operate AI effectively, IF commands such as "DISENGAGE" are truly DISENGAGE, which means get the fvck up and GTFO! "TAKE COVER" should be a mix of the current "Keep low/go prone" and active search for cover. P.S. I have more thoughts on activation methods, though some of them are quite ironic given the current system in ArmA II. :P Share this post Link to post Share on other sites
maddogx 13 Posted September 21, 2012 Thanks for the positive feedback. :) Here's my take on the context sensitive rose menu: I would position it underneath the cursor so that it doesn't block your view, but is also close to whatever you are looking at. Almost all of the options could be context sensitive, btw. In the center, I would place the most frequently used context sensitive options (so that they can be selected quickly): Move - default, when pointed at a position on the ground. Attack - when pointed at an enemy unit. Get in - empty or friendly vehicle. Heal / Assist - pointed at a friendly unit. ("Assist" could be things like giving the unit ammo.) Then the ones on the outer ring: Watch - look at an area / direction. When pointed at a building, the unit could keep an eye on the building, looking at corners and windows. Pointed at an enemy, the unit will keep an eye on that enemy. (Useful when on "hold fire".) Pointed at a friendly, the unit will try to maintain visual contact on the friendly target unit. Guard - protect a location / object. Pointed at a friendly, the unit will stay close to and guard the friendly unit. Suppress - suppress a location / object / enemy. Pointing at a friendly wouldn't make much sense, but could perhaps change to "provide covering fire" for that unit. Flank right - flank a location / enemy to the right. Flank left - same, but left. Fall back - get back into formation. (Select this option a second time for "disengage"?) Pointed at an enemy, the unit will retreat from that enemy. Approach - the unit will move toward a location/object but not go any closer than the nearest cover. Basically a more cautious version of "move". Stop - fairly obvious. Share this post Link to post Share on other sites
Iroquois Pliskin 0 Posted September 21, 2012 (edited) Thanks for the positive feedback. :)Here's my take on the context sensitive rose menu: http://i145.photobucket.com/albums/r212/LDMDX/ARMARoseMenuSmall_zps4801a231.jpg I would position it underneath the cursor so that it doesn't block your view, but is also close to whatever you are looking at. Almost all of the options could be context sensitive, btw. Nice concept, I agree on the placement vertically below the crosshair. Move - default, when pointed at a position on the ground. Attack - when pointed at an enemy unit. Get in - empty or friendly vehicle. Heal / Assist - pointed at a friendly unit. ("Assist" could be things like giving the unit ammo.) Same problem as with mine - can't order AI to move to vehicles, if "GET IN" is one of the commands for this contextual partition. Attack Enemy/Move To/Heal Friendly is about the limit of reasonable scope. :) Watch - look at an area / direction. When pointed at a building, the unit could keep an eye on the building, looking at corners and windows. Pointed at an enemy, the unit will keep an eye on that enemy. (Useful when on "hold fire".) Pointed at a friendly, the unit will try to maintain visual contact on the friendly target unit. Wouldn't "WATCH" be a waste of a precious menu space? AFAIR, currently, you can order your AI to watch a certain direction by selecting a unit, depressing ALT and clicking on the desired object/direction. Guard - protect a location / object. Pointed at a friendly, the unit will stay close to and guard the friendly unit. One needs to ask how often (new) players will use this particular command, I'd leave it off the menu on the extended Numpad control interface. :) Suppress - suppress a location / object / enemy. Pointing at a friendly wouldn't make much sense, but could perhaps change to "provide covering fire" for that unit. Agreed on suppressive fire (it better work, BIS!!), if pointed at a friendly it could also double as "GUARD", though it may present a safety hazard. Flank right - flank a location / enemy to the right.Flank left - same, but left. Hmm, good utility in urban environments, though again, I'm not sure if two valuable icons are warranted for these commands. Fall back - get back into formation. (Select this option a second time for "disengage"?) Pointed at an enemy, the unit will retreat from that enemy. Not sure about this one, disengage needs to be on the menu for quick retreats in urban areas, or in ambushes. Approach - the unit will move toward a location/object but not go any closer than the nearest cover. Basically a more cautious version of "move". Far too many movement commands on the menu: "Flank left & right", "Move to", "Approach", "Fall back", "Stop". "Take cover" or its equivalent needs to be on the menu, otherwise you know that they will stand there like retards. :) I think we can agree on "MOVE TO, FALL BACK (INTO FORMATION), SUPPRESSIVE FIRE, STOP" - the rest we leave up-to BIS. :D What is the activation method for the inner and outer circles? Edited September 21, 2012 by Iroquois Pliskin Share this post Link to post Share on other sites
Smurf 12 Posted September 21, 2012 Nice concept, style is way better than mine but I can't agree on the "main options". What is the activation method for the inner and outer circles? Mouse Movement? Share this post Link to post Share on other sites
Iroquois Pliskin 0 Posted September 21, 2012 Nice concept, style is way better than mine but I can't agree on the "main options".Mouse Movement? There are several, pick one: 1) Crysis 1-like, hotkey depress -> mouse swipe -> hotkey release; 2) Hotkey depress -> mouse over -> left MB click; releasing the hotkey closes the menu; 3) DRUMROLL... SCROLL WHEEL selection -> middle mouse button activation. LOL Share this post Link to post Share on other sites