martin.hedin Posted October 16, 2012 Posted October 16, 2012 Could it be possible with better controls over ground units in F10 view? For example - Left click to select unit. - Left click on ground to deselect. - Left click and hold to form a rectangle to select various units. =When a unit is selected. - Right click on ground to define a path - Right click on enemy to define a path and attack. (Follow the enemy and keep attacking) - CTRL + Right click on ground to define a path with multiple waypoints. It would also be nice if vehicles could navigate around buildings faster. And it would be cool with a World in Conflict or Total War type of 3d birds-eye view, but that would be to much to ask.
Grimes Posted October 16, 2012 Posted October 16, 2012 If I remember correctly, holding shift will allow you to place multiple waypoints. If you click near or on a road then the waypoint is latched to the road. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
martin.hedin Posted October 16, 2012 Author Posted October 16, 2012 Ah yes! Shift and right-click let me plot out a path when I have a unit selected! Ok I guess that the only thing I lack is to select multiple units then! And maybe some shortcuts to select speed and formation!
Dejjvid Posted October 19, 2012 Posted October 19, 2012 I agree with OP. Like to add CTRL+1 grouping as every RTS game have. Would be awesome to define groups on the fly. i7 8700K | GTX 1080 Ti | 32GB RAM | 500GB M.2 SSD | TIR5 w/ Trackclip Pro | TM Hotas Warthog | Saitek Pro Flight Rudder [sigpic]http://www.132virtualwing.org[/sigpic]
BRooDJeRo Posted October 20, 2012 Posted October 20, 2012 One problem. DCS is not an RTS game, but a FPS combat simulator.
Mohamengina Posted October 20, 2012 Posted October 20, 2012 One problem. DCS is not an RTS game, but a FPS combat simulator. No reason it can't be both.
Krebs20 Posted October 20, 2012 Posted October 20, 2012 One problem. DCS is not an RTS game, but a FPS combat simulator. No reason it has to be a bad user experience. This is Digital Combat Simulator after all. [sIGPIC][/sIGPIC]
Nate--IRL-- Posted November 1, 2012 Posted November 1, 2012 A more sophisticated control interface, ala Supreme Commander, is a long term goal IIRC. However it certainly won't be in CA1. Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
Mohamengina Posted November 1, 2012 Posted November 1, 2012 A more sophisticated control interface, ala Supreme Commander, is a long term goal IIRC. However it certainly won't be in CA1. Nate Does this mean we will also get unit production and base building? Because that would be awesome.
wess24m Posted November 1, 2012 Posted November 1, 2012 Could it be possible with better controls over ground units in F10 view? For example - Left click to select unit. - Left click on ground to deselect. - Left click and hold to form a rectangle to select various units. =When a unit is selected. - Right click on ground to define a path - Right click on enemy to define a path and attack. (Follow the enemy and keep attacking) - CTRL + Right click on ground to define a path with multiple waypoints. It would also be nice if vehicles could navigate around buildings faster. And it would be cool with a World in Conflict or Total War type of 3d birds-eye view, but that would be to much to ask. I was thinking the exact thing, would make for better control.
Weta43 Posted November 2, 2012 Posted November 2, 2012 (edited) Does this mean we will also get unit production and base building? Because that would be awesome. They're already there - if you go to F-10, right click a point on the map at the same time as you hold R Ctrl + L Alt + L Win + R shift + 6 + some other key, then fast forward 12 years, there'll be an aitbase there. Seriously though - player success influencing unit production is there with the resource manager, but base building is way too slow in real life to start having it appear in sim... Edited November 2, 2012 by Weta43 Cheers.
Mohamengina Posted November 2, 2012 Posted November 2, 2012 They're already there - if you go to F-10, right click a point on the map at the same time as you hold R Ctrl + L Alt + L Win + R shift + 6 + some other key, then fast forward 12 years, there'll be an aitbase there. Seriously though - player success influencing unit production is there with the resource manager, but base building is way too slow in real life to start having it appear in sim... Base building was probably a bit too extreme an idea. But having captureable assets that create resources that you can put into unit production/aircraft and ammunition for both would be great ala wargame.
Grimes Posted November 2, 2012 Posted November 2, 2012 A 4X game would be a more ideal scenario than a straight up RTS. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Darkwolf Posted November 2, 2012 Posted November 2, 2012 Base building was probably a bit too extreme an idea. But having captureable assets that create resources that you can put into unit production/aircraft and ammunition for both would be great ala wargame. 1st Operation Flashpoint and ArmA proved that this can be done with a good script support. I don't know the limits of the current lua system, but could be some fun action in DCS if we get some "Capture the Island" style game. (Capture the Island mod, in the first Operation Flashpoint, was a wonderfull 3rd party mission with a set of script that allowed to build bases as a RTS, and conquier towns and bases, with a revenue system allowing more toys purchase. It has been continued in the series Armed Assault) [sIGPIC][/sIGPIC] PC simulator news site. Also....Join the largest DCS community on Facebook :pilotfly:
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