Queuable actions
pacek
Member Posts: 92
Queueable actions please.
Also this, merged from another thread:
Also this, merged from another thread:
One thing that I would like to see is a task manager like what they had in NWN1 and NWN2. Essentially you have a bar somewhere that actions would appear in as you direct your character (allowing you to assign actions in advance). Misclicking does not cause your character to suddenly stop doing whatever he is doing (like casting a spell) but instead adds it to your task manager, which can be removed manually by clicking on it. To prevent sequence breaking anytime you enter a conversation your entire task manager would be emptied. Finally, a hot key should be assigned the task of canceling whatever action is currently in the front of the task manager.
Post edited by pacek on
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I think this could implemented in a vast number of ways, and the level of depth to it is immensely variable.
@Boaster My suggestion is more that just move actions (which are queuable already) but incorporating spells and attack commands etc. So at the start of a fight , you could tell your cleric "cast spell A, then move to here, then equip sling and attack creature x).
I don't like how you say "could just get on playing the game" Pause is essencial, and that is playing the game, a very important part of it. Not sure what tactics you use but BG usually require more than pressing some skills to queue them, usually battles change every second... I wonder if we play the same game.
1. Say you have a 6-man party and you enter battle. You pause and issue orders. A few seconds later you pause again to re-assess the situation. You issue new orders to your mage thinking he has cast his spell, but he hasn't so instead it ends up getting cancelled/wasted. If you could queue the next spell instead of having to wait for the moment the first one was done, it would reduce this risk. It would also mean you don't need to slam the space bar the moment one of your casters is done. (Although obviously if the situation changed, you would).
2. You want to buff-up before battle, you have to select your cleric, select the spell select target. Wait for that to be done, then do the next one. Wait for that one to be done, then do the next one. If you can queue all the actions at the same time you can just let him get on with it. This also applies if for example, you want to heal your party members manually, or if you want your wizard to cast his magical defences.
3. If there are multiple traps/locks in a room, you may want your thief to go between them in a queue, rather than manually going from one to the next.
In respect of point 2. I'm a bit surprised you would think of it is 'lazy'. Perhaps it is on the players part, but it is tedious on the part of the game.
As for quing spells... There is already spell trigger, sequencer, and not to forget wands that cast instantly... Albeit that is in BG 2
...
Actually now that I think about it, quing was probably considered by the developers at the very beginning, bit there is a very good reason why they didn't put it in, the battles simply aren't large enough scale. Another point, the battle system is a hybrid real time / turn based, giving options to either play fully real time, or slightly more turn based. The whole concept of rolling dice is abstracted. Quing would turn the game into a tactical board game, and would be a different game altogether.
I thought that player comfort was a good thing, not bad.
@Razor & @Majoritas I'm also lost on the difference between an RTS feel - which you don't want, and a "real-time command issuing" feel - which you do. Sounds the same to me. But Razor I think you got to the root of my problem, that I'd really just like one or 2 simple commands to be able to queue up. "Cast spell A" then "attack creature y" -kinda deal
''Queueable actions please. No more needs to be said.''
Didn't read the whole thread but I agree 100%
Visual feedback also needs to be mentioned. I envision small icons below each character portrait (there will be enough real-estate for 6 portraits + a lot extra with modern resolutions), indicating the enqueued actions, perhaps with a dial showing how much time is left to go. You can manipulate these by clicking on them, maybe even dragging them around to change the order while paused? And then there's a larger visual of the same thing shown at the top of the screen (or wherever you drag the (transparent) window) repping the currently selected characters' action queue.
I support the 'hold a key and click' idea, too.
These threads should probably be merged. Attempting to summon @Tanthalas
In response to your topic, it does seem like it would add a considerable amount of convenience.