Anyway, we all know how reliable the Alt+Right Click function is for engineers to reclaim anything (except friendly(alive) structures), but it tends to be slow as there's a short delay before the engineer starts reclaiming another object, and sometimes the engineer will wander off reclaiming trees when there's a great need of mass, with the additional amount of time spent having to move into position first before reclaiming the next.
There's also the option of manually assigning reclaims by right clicking, which removes the delay between reclaims, but becomes time consuming when having to manually right click every object to reclaim.
For a while I had the idea of having the ability of assigning reclaim paths based on the engineer's/ACU's range, or anything that can reclaim in a couple clicks without having to spend excess amount of time manually clicking on one reclaimable object at a time.
How this works, it automatically assigns reclaim commands to anything within the radius with a single click, basically trimming the amount of micro needed to reclaim an assigned area while gaining the speed benefit of manually reclaiming. Probably best to assign a hotkey.
So, instead of this;
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The mod can do all of the above, minus the clutter (and potentially UI lag), as shown in these exaggerated examples;
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An alternative idea I had along with is having a selectable radius to assign instead of a fixed radius which can be done with a simple drag of a mouse, incase there's a want of reclaiming a specific size of a chosen area, max radius size depends on the engineer's/ACU's range. Or have two versions where one is fixed and the other being variable.
The only drawbacks I can think of in terms of functionality:
it might interfere with some other UI mods, like OneClickWonder, or end up breaking from incompatibility for whatever reason.
Friendly structures and your own can be reclaimed, especially if there are reclaimable wreckages (like shot down bombers/scouts), but I guess that's what the trusty Alt+RClick is for, right? Possibly program it to ignore friendly structures?
It may also cause the units to continue reclaiming despite the mass/energy storages being already full since technically it's manually reclaiming, but could possibly have a script function that immediately pauses reclaiming when full until mass/energy is being drained again?
I would try to program this mod, but sadly, I'm not familiar with the coding language SupCom uses