New behavior for stop button on factories?

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New behavior for stop button on factories?

Postby Sheeo » 31 Dec 2014, 02:07

A discussion was sparked originally on github here: https://github.com/FAForever/fa/issues/262#issuecomment-68412496.

I'm posting this thread as a continuation -- what are the pros/cons of either side?
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Re: New behavior for stop button on factories?

Postby Aulex » 31 Dec 2014, 03:38

Sheeo wrote:A discussion was sparked originally on github here: https://github.com/FAForever/fa/issues/262#issuecomment-68412496.

I'm posting this thread as a continuation -- what are the pros/cons of either side?


I like it, maybe make it a hotkey or a separate button. Also, I have to disagree with icedreamer, I use the stop button sometimes for clearing queue or for oh shit moment. It really depends on the situation, when i want to clean the queue i usually wait for the unit which is pretty annoying.
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Re: New behavior for stop button on factories?

Postby IceDreamer » 31 Dec 2014, 03:54

My current thoughts, and proposal, are to turn the Stop button into a cycle similar to the unit fire states (Normal, ground fire, hold fire) button. It will default to normal behaviour. Right clicking it should change it to a different symbol, signifying that it now does the new behaviour of not killing the unit in production. The state should be remembered across games. This should give maximum player control while preserving hotkey compatibility.
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Re: New behavior for stop button on factories?

Postby Lionhardt » 31 Dec 2014, 04:04

IceDreamer wrote:My current thoughts, and proposal, are to turn the Stop button into a cycle similar to the unit fire states (Normal, ground fire, hold fire) button. It will default to normal behaviour. Right clicking it should change it to a different symbol, signifying that it now does the new behaviour of not killing the unit in production. The state should be remembered across games. This should give maximum player control while preserving hotkey compatibility.


great idea.
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Re: New behavior for stop button on factories?

Postby Xinnony » 31 Dec 2014, 04:15

Lionhardt wrote:
IceDreamer wrote:My current thoughts, and proposal, are to turn the Stop button into a cycle similar to the unit fire states (Normal, ground fire, hold fire) button. It will default to normal behaviour. Right clicking it should change it to a different symbol, signifying that it now does the new behaviour of not killing the unit in production. The state should be remembered across games. This should give maximum player control while preserving hotkey compatibility.


great idea.


yes great idea !
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Re: New behavior for stop button on factories?

Postby Zoram » 31 Dec 2014, 04:46

Lionhardt wrote:
IceDreamer wrote:My current thoughts, and proposal, are to turn the Stop button into a cycle similar to the unit fire states (Normal, ground fire, hold fire) button. It will default to normal behaviour. Right clicking it should change it to a different symbol, signifying that it now does the new behaviour of not killing the unit in production. The state should be remembered across games. This should give maximum player control while preserving hotkey compatibility.


great idea.


good idea indeed.
Other idea, if feasible, have something like in Chrome "close all tabs on the right" , i.e: upon clicking (long click for example) at any point on the queue you can cancel all that is after it.
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Re: New behavior for stop button on factories?

Postby Lionhardt » 31 Dec 2014, 05:33

Woah, that sounds even better...

While we are at it. Would it be possible to add a context menu on right click to queue items? With options like:

- (as you said) close all to the right
- loop everything to the right
- ?
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Re: New behavior for stop button on factories?

Postby Zoram » 31 Dec 2014, 05:46

Lionhardt wrote:Woah, that sounds even better...

While we are at it. Would it be possible to add a context menu on right click to queue items? With options like:

- (as you said) close all to the right
- loop everything to the right
- ?

Thanks :)
actually, one other thing I would really like to see( slightly off topic), is the ability to build one unit right now, without having to kill the whole build queue. (i.e, do that one unit, then resume with the queue)

Example, in the heat of battle, I just want one scout right now, but all my factories are busy doing their things, and I really don't want to cancel any one's queue. So either A. I don't build that scout, B. I cancel a queue, build a scout, redo the queue, or C. build an extra factories just for building that unit (and queue infinite scouts). A & C are quite stupid (but I do brain freezes a lot), B is just a pain.
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Re: New behavior for stop button on factories?

Postby Aulex » 31 Dec 2014, 08:46

Zoram wrote:
Lionhardt wrote:Woah, that sounds even better...

While we are at it. Would it be possible to add a context menu on right click to queue items? With options like:

- (as you said) close all to the right
- loop everything to the right
- ?

Thanks :)
actually, one other thing I would really like to see( slightly off topic), is the ability to build one unit right now, without having to kill the whole build queue. (i.e, do that one unit, then resume with the queue)

Example, in the heat of battle, I just want one scout right now, but all my factories are busy doing their things, and I really don't want to cancel any one's queue. So either A. I don't build that scout, B. I cancel a queue, build a scout, redo the queue, or C. build an extra factories just for building that unit (and queue infinite scouts). A & C are quite stupid (but I do brain freezes a lot), B is just a pain.

You can drag in the queue, to put units into it at a certain spot then cancel it out after it's built
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Re: New behavior for stop button on factories?

Postby Hawkei » 04 Jan 2015, 18:33

I think a new behaviour would be an improvement. Assuming I have made sense the actions for commands would be as follows:

- Press "S" for unit with a queue of multiple items or actions. Delete all queued items with the exception of the one currently under construction.
- Press "S" for unit building a single item or performing a single action. Stop all activity.
- Press "Ctrl+S" or "Shift+S". Delete all queued items and actions and stop all activity.

Essentially meaning a double tap on the "S" key would perform the stop function. I think it would be logical to expand this functionality to all units and actions. Though I think this could be a customisable command in the options and hotkey assignments tab.

This double tap S functionality would be easy to corporate into peoples control styles. If it is able to be disabled in the game options everyone will be happy. Especially as spamming the S key is not an unusual behaviour in those "Oh Shit" moments.

Zoram wrote:actually, one other thing I would really like to see( slightly off topic), is the ability to build one unit right now, without having to kill the whole build queue. (i.e, do that one unit, then resume with the queue)

Example, in the heat of battle, I just want one scout right now, but all my factories are busy doing their things, and I really don't want to cancel any one's queue...

If you have multiple factories that functionality exists now.

All you need to do is setup your factories as follows:
Factory 1: Build Interceptors, and have on repeat que. Rally to your interceptor rally point.
Factory 2: Tell to assist Factory 1. Build Air Scout, and disable repeat. Rally to scouting patrol path.

Then assign Factory 2 to a hotkey. Then everytime you want an Air Scout, hit the hotkey and build a scout. It will follow the pre-assigned scouting path without any further input. The factory will then resume interceptor production with no down time. Easy. ;)

Same thing applies to land factories too. Lets say you want a group of Artillery or missile launchers. But you then want your factories to continue making tanks. The answer is to have all your assisting factories on a hotkey. You then tap the desired unit the desired number of times (divided by the number of assisting factories) and give them a rally point. They will build the required units, send them to the rally point, then resume tank production as normal...

Or lets say you have a lot of reclaim. in a lot of different places on the map. tell all the assisting factories to build (lets say) two engineers. Then give each factory an attack move command to a different reclaim field. Each factory will make exactly two engineers and send them on reclaim missions to each of those respective areas. They will then resume assisting your HQ.
Last edited by Hawkei on 09 Jan 2015, 01:45, edited 1 time in total.
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