KnightHawk75
Posts: 1450
Joined: 11/15/2018 Status: offline
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pbrowne, I feel your pain,esp on the zoomout (or in) to grab another unit etc. With regard to #1. A checkbox somewhere to 'display all allocating units targeting selected target(s)', might be better, when 'checked' it would update the firing unit list based on the target list. Perhaps a player preferences setting that set the default state of said checkbox might be something to pair with the addition, this way those that want that to be the default state can have such, those that just need it on occasion can manually select it when needed. Or You could accomplish almost the same thing with less upfront overhead a little less obviously by going another route. If\when you change the view (bottom right & top right) to view all allocations to selected target|attackers, add a right-click option (or button) on a selected allocation and have an option to 'add to list', or 'add all units to list', if you have selected the target unit instead of specific allocation. This way the right-click option could just check the unit id's on that allocation\target against the present list and if missing add it to the collection. It could work both ways, for both targets and allocation list. I mention this because 85%+ of the time in my experience this is how I come across or notice a unit that I either forgot to pre-select, or otherwise now want to add to either list. Idea of what I mean which takes up less real estate,uses existing dialogs and doesn't add clutter by default that I may not actually want most of the time: Now on #2. As handy as that might be when needed, it's also two new buttons (one each for targets\attackers), and then a new selection dialog presumably shared by both buttons. The number of times I've needed to add a attacking-unit or target unit to the list that doesn't already have an allocation against it in some way is minimal overall to the number of times I wanted to add one that already has an allocation against or by it (solved by #1 or the right click idea). Now maybe that's because of the way I know the dialog works and have inherently been mentally trained to pre-select all potentially attacking units or targets before invoking the shift-f1, and will over-select and then remove as needed. In addition when I think about the times I switch out to the map to grab a target or attacker for whom isn't already listed that I want to now add, often I don't know\remember the name of the unit or group, instead I usually just know where they are roughly to go select, so I don't know that having selection list is helpful when that is the case, particularly on so on the target side where a lot of the time there are a ton of duplicated names. My thinking is perhaps the juice may not be worth the squeeze with #2, particularly if something like #1 & or right-click was implemented, which addresses the more common cases. My perception about most-common cases though might be way off though, and I'm not saying it's a bad idea, more so if I had only had xx hours to do enhancement in this area, I'd argue investing on the #1'ish side over #2'ish. quote:
It also would be nice to generally access the Weapons Allocation dialog, without selecting any units or targets, in order to provide a full picture of resource allocations, though I suspect this is one of the aims of a future AMP. You mean like a OOB sort of view for allocations where all units on a side with active allocations are populated? Interesting idea. Sort of related I wrote a lua SA script that outputs a report for that for a side (or just what you multi-select) once. Obviously it didn't allow me to change anything but it had some value for reviewing the state of things when doing a massive amount of allocations on tons of aircraft over a ton of targets and wanting to double check my own work. Later adopted it for someone wanting a fuel status report tool.
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