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Launch Drone Hotkey

First post
Author
Litair
Nleesh
#21 - 2013-04-21 20:02:04 UTC
Aura of Ice wrote:
I'm just wondering if anyone who has more technical knowledge than I might be able to help answer why this seemingly very simple thing has not been added yet?

I would also like to bring up the fact that I think it's extremely unprofessional of EvE's developers to increase the difficulty in managing drones (new drone aggro ai) without first fixing this glaring hole in the "Shortcuts" menu... not to mention simple things as being able to see the drone's health while it is in the hold... I remember trying the trial for EvE many moons ago and I can not fathom how a triple A title like this let's such a fundamental thing do under the radar for so long.

This isn't just a cosmetic little thing, this is one whole weapon system that requires awkward wrangling to function properly.

Not to mention that I have every single one of my EvE functions hotkeyed. I love hotkeys. I live and die by them. Of course, I have to always make an exception every single time I want to launch my drones. I have to not only right click in a small centimeter wide line, I then have to move my mouse downwards and click on another small centimeter wide line to do what? Launch some drones?

EvE's developers should be ashamed! I'm not saying they are evil or bad people, just that this is such a fundamental thing... and it really kills me that EvE is the MMO that provides so many functions as compared to other MMO's that it seems silly that it cannot fix this one thing.



I completely agree. It was ok to have a really bothersome drone interface before.. But now that they actually force you to control the drones actively in the middle of the fight, it becomes glaring obvious how failsome the whole thing is.

It needs to become much more smooth and streamlined, which also means the ability to set up hotkeys for launching various drone types and what not. It should be remembered that drones are the primary weapon of some ships.. Imagine not having a hotkey to fire your guns.
They actually even made it possible to group up similar guns and fire them all at once with a single hotkey. That must be sorcery I tell you - unless they've got a programmer who can deal which such programming issues in an effort to improve the game.. but don't really see why a game company would have such things though.
Aura of Ice
Garoun Investment Bank
Gallente Federation
#22 - 2013-04-21 20:08:19 UTC
Litair wrote:

They actually even made it possible to group up similar guns and fire them all at once with a single hotkey. That must be sorcery I tell you - unless they've got a programmer who can deal which such programming issues in an effort to improve the game.. but don't really see why a game company would have such things though.


Yes, I mean that's what really drives the nail into my brain here... EvE is the MMO that gets hotkeys right, I wouldn't be surprised if they had the most hotkeys out of any game in existence (bar those insane flight simulator games)...

That's what makes this issue all the more glaring in my opinion... Of all the unnecessary hotkeys in the game (Character Creation: Pick Portrait 1... REALLY?) they skip out on one of the most important for drone users.

C'mon!
Drew Solaert
Aliastra
Gallente Federation
#23 - 2013-04-21 20:24:02 UTC
I'd love to be able to drag a drone group onto a hot bar, but ultimately it'd make botting a ton easier.

I lied :o

Aura of Ice
Garoun Investment Bank
Gallente Federation
#24 - 2013-04-21 20:29:25 UTC
Drew Solaert wrote:
I'd love to be able to drag a drone group onto a hot bar, but ultimately it'd make botting a ton easier.


You're probably right, but is that justification enough to make the drone weapon system a chore to use?

I want to give EvE's developers more credit than this. Surely they won't allow their players to suffer because of the botters?

Think about it, either way the botters will be "devaluing" the average EvE player's experience. Does it matter if it's via UI inconvenience or isk inflation?

Both are bad, and to say the former is a better evil than the latter leaves us at the same place, in my view.

Perhaps we can have the drone hotkey and ban botters as well? This doesn't seem like such a tall order, in the context of other triple A online games.
Rengerel en Distel
#25 - 2013-04-21 20:39:53 UTC
Drew Solaert wrote:
I'd love to be able to drag a drone group onto a hot bar, but ultimately it'd make botting a ton easier.


that assumes it's hard for bots now

With the increase in shiptoasting, the Report timer needs to be shortened.

Tippia
Sunshine and Lollipops
#26 - 2013-04-21 20:46:18 UTC  |  Edited by: Tippia
Aura of Ice wrote:
Last I checked, I had to click on "Launch Drones" to launch my drones.
…which is not a button, but a context-sensitive option that only works if it actually has a context. I.e. it doesn't work the way, say, firing your guns do.

We don't have a “research blueprint” or “train skill” or (to keep it within the realm of combat actions) “load ammo” hotkey or shortcut for much the same reason: because without context, it's just a nonsensical and meaningless command.

Quote:
If you're implying that I'm not taking into consideration "groups" that one might create for their drones, that has zero, zilch, nil, null, void, poo all to do with what we are discussing at the moment.
Actually, it has everything to do with what we're discussing since that's part of how you establish context for your contextual command. The problem is that now you have to come up with a way to assign those groups to a hot-key, making that binding ship-specific and load-out-specfic, making those bindings part of the ship fitting, and do it all without having to dig through tons of menus; without having to sort through redundant and irrelevant entries; without having everything break as you move drones around; in short, without making it so complicated that no-one bothers.

Quote:
I did already acknowledge the existence of drone subgroups in my 2nd reply in this very thread. Exact words: "I don't think it would be too complicated, I mean the interface already allows for you to create disparate "groups" for drones... but I get your point."
…which means you're still making the same mistake of assuming that it is simple because you're not considering what it has to do. Again, that just decides the context of a yet-to-be-issued command — you still have to do the binding and not have it (or the user) break between ship swaps and fitting changes.

What you're asking for requires a complete rework of how drones operate. This is not a trivial task. It is complicated, and it is not simple, no matter how much it may seem like it (which, as mentioned, is more a result of not considering the possible use cases to be handled).

Quote:
Yes, I mean that's what really drives the nail into my brain here... EvE is the MMO that gets hotkeys right, I wouldn't be surprised if they had the most hotkeys out of any game in existenc
What. Lol
EVE has a long and well-established history of being very bad when it comes to shortcuts, and the UI revamp that happened a few years ago only made it slightly bearable. The main problem is that its underlying structure was never really designed with keyboard shortcuts in mind (hence the myriad of context-dependent rclick menus), and as a result, it is woefully lacking in keyboard controls. Hell, some games out there offer as much control just for team communication as EVE does for the entire game.
Aura of Ice
Garoun Investment Bank
Gallente Federation
#27 - 2013-04-21 20:52:04 UTC  |  Edited by: Aura of Ice
Tippia wrote:
Aura of Ice wrote:
Last I checked, I had to click on "Launch Drones" to launch my drones.
…which is not a button, but a context-sensitive option that only works if it actually has a context. I.e. it doesn't work the way, say, firing your guns do.

We don't have a “research blueprint” or “train skill” or (to keep it within the realm of combat actions) “load ammo” hotkey or shortcut for much the same reason: because without context, it's just a nonsensical and meaningless command.

Quote:
If you're implying that I'm not taking into consideration "groups" that one might create for their drones, that has zero, zilch, nil, null, void, poo all to do with what we are discussing at the moment.
Actually, it has everything to do with what we're discussing since that's part of how you establish context for your contextual command. The problem is that now you have to come up with a way to assign those groups to a hot-key, making that binding ship-specific and load-out-specfic, making those bindings part of the ship fitting, and do it all without having to dig through tons of menus; without having to sort through redundant and irrelevant entries; without having everything break as you move drones around; in short, without making it so complicated that no-one bothers.

Quote:
I did already acknowledge the existence of drone subgroups in my 2nd reply in this very thread. Exact words: "I don't think it would be too complicated, I mean the interface already allows for you to create disparate "groups" for drones... but I get your point."
…which means you're still making the same mistake of assuming that it is simple because you're not considering what it has to do. Again, that just decides the context of a yet-to-be-issued command — you still have to do the binding and not have it (or the user) break between ship swaps and fitting changes.

Quote:
Yes, I mean that's what really drives the nail into my brain here... EvE is the MMO that gets hotkeys right, I wouldn't be surprised if they had the most hotkeys out of any game in existenc
What. Lol
EVE has a long and well-established history of being very bad when it comes to shortcuts, and the UI revamp that happened a few years ago only made it slightly bearable. The main problem is that its underlying structure was never really designed with keyboard shortcuts in mind (hence the myriad of context-dependent rclick menus), and as a result, it is woefully lacking in keyboard controls. Hell, some games out there offer as much control just for team communication as EVE does for the entire game.


I get what ur saying but at the sake of sounding like a broken record, I must reiterate this very, rather salient point...

You simply click "Launch Drones" and drones are launched. Would it be so difficult to attach a hotkey to this very, same, exact function? (Let's call it function instead of button if that makes us more comfortable)... Much in the same way I can group 3 guns or 6 guns and click the corresponding module and some magical programming underneath understands the difference.

Now, I can hotkey those guns; they involve some kind of magical programming to differentiate between not only different module types, but amount of modules, aggregate ammo in each, type of ammo, affecting modules, etc (disclaimer: I'm not an expert on EvE programming, a lot of this is speculation on my part) to allow me to press one magic hotkey and POOF! There go my hybrid turrets to kill that nasty rogue drone!

But for some reason this is impossible to do in some 5-10 years (someone correct me if I'm wrong) something similar with drones?

I just don't get it.

EDIT: About the hotkey games... well I'm just comparing to other MMO's which seem to have your run of the mill functions (opening inventories, quest logs, activating hotkeys, movement, chat...) whereas EvE has such gems as picking your character portrait at creation... I see that as a plus for EvE (although a bit silly) that they have OPTIONS!
Tippia
Sunshine and Lollipops
#28 - 2013-04-21 21:14:55 UTC  |  Edited by: Tippia
Aura of Ice wrote:
You simply click "Launch Drones" and drones are launched.
No. What you do is:

1. Establish a context (pre-defined group, shift-selected group, or single drone).
2. Select a context (rclick)
3. Select a command (launch).

Without those first two steps, the last one doesn't exist and can't happen. Try rclicking in empty space and launch your drones from there. This is why there is no button for it: because if you want to “launch drones” the game will want to know which ones. If you try to fire guns, for comparison, the command is a simple “fire gun in slot 1” — the context is pre-defined, static, and strictly limited. Grouping guns just slots more guns into “slot 1”, and the command is still “fire gun in slot 1”.

Quote:
Would it be so difficult to attach a hotkey to this very, same, exact function?
· The fact that, on its own, it will have no context.
· The fact that, to make it work, we have to add two steps to the list above: 4. bind context/command pair to key; 5. press key.
· The fact that these context will vary with every ship, with every drone-loadout, and even dynamically change within a load-out (since you can move drones around and since contexts can be larger than the command allows for).
· The fact that, as a result, the bindings need to be ship and fitting-specific. Arguably, this could work much like how HUD button layouts are handled.
· The fact that, in spite of this uniqueness, you're very likely to want to be able to copy bindings between ships.

…and that's just for the functionality itself, not for the UI to do the binding, which could be a mess in and of itself. The deeper problem is that context→command→action functionality is so deeply rooted (and not just with drones) that it needs a complete rework to be of any value — half-assing it is just a waste of time. If you do it for one context-command pair, it really should allow for all use cases (e.g. not just launch group, but recall group, group attack, group idle etc). At that point, we run into the next fun problem, which is that we run out of button spaces on the HUD (because, again, the game was never designed with keyboard control as a main focus).

Quote:
I just don't get it.
…and that's why you think it's simple, when in reality, it isn't, and why the whole “it must be simple” attitude is a rather bad one.
Litair
Nleesh
#29 - 2013-04-21 21:22:18 UTC
Tippia wrote:
Aura of Ice wrote:
You simply click "Launch Drones" and drones are launched.
No. What you do is:

1. Establish a context (pre-defined group, shift-selected group, or single drone).
2. Select a context (rclick)
3. Select a command (launch).

Without those first two steps, the last one doesn't exist and can't happen. Try rclicking in empty space and launch your drones from there. This is why there is no button for it: because if you want to “launch drones” the game will want to know which ones. If you try to fire guns, for comparison, the command is a simple “fire gun in slot 1” — the context is pre-defined, static, and strictly limited. Grouping guns just slots more guns into “slot 1”, and the command is still “fire gun in slot 1”.

Quote:
Would it be so difficult to attach a hotkey to this very, same, exact function?
· The fact that, on its own, it will have no context.
· The fact that, to make it work, we have to add two steps to the list above: 4. bind context/command pair to key; 5. press key.
· The fact that these context will vary with every ship, with every drone-loadout, and even dynamically change within a load-out (since you can move drones around and since contexts can be larger than the command allows for).
· The fact that, as a result, the bindings need to be ship and fitting-specific. Arguably, this could work much like how HUD button layouts are handled.
· The fact that, in spite of this uniqueness, you're very likely to want to be able to copy bindings between ships.

…and that's just for the functionality itself, not for the UI to do the binding, which could be a mess in and of itself. The deeper problem is that context→command→action functionality is so deeply rooted (and not just with drones) that it needs a complete rework to be of any value — half-assing it is just a waste of time. If you do it for one context-command pair, it really should allow for all use cases (e.g. not just launch group, but recall group, group attack, group idle etc). At that point, we run into the next fun problem, which is that we run out of button spaces on the HUD (because, again, the game was never designed with keyboard control as a main focus).

Quote:
I just don't get it.
…and that's why you think it's simple, when in reality, it isn't, and why the whole “it must be simple” attitude is a rather bad one.


But Tippia.. It's their job. It's really no excuse that it may be a bit difficult to make.

Sure they could say they simply don't prioritize it high enough, and won't spend the time and money changing it. Point is just then they shouldn't have changed the AI either, which is the reason why it's suddenly necessary to change the UI. At least they should have waited until both are ready.
That's just my opinion anyways.
ElQuirko
University of Caille
Gallente Federation
#30 - 2013-04-21 21:29:42 UTC
Estella Osoka wrote:
Wrong forum. This should be in Assembly Hall or Features & Ideas.


...no, no it shouldn't. It's not a proposition. Please backseat moderate properly if you're going to do it at all.

Dodixie > Hek

Tippia
Sunshine and Lollipops
#31 - 2013-04-21 21:30:49 UTC  |  Edited by: Tippia
Litair wrote:
But Tippia.. It's their job. It's really no excuse that it may be a bit difficult to make.
…and no-one is saying that it is. I'm saying that the line of reasoning that “why hasn't it happened; it must be simple” is rather ridiculous and mostly suggests that the OP has not considered the scope what needs to be done.

Quote:
Point is just then they shouldn't have changed the AI either, which is the reason why it's suddenly necessary to change the UI.
The AI change was unrelated to drones, so it most definitely should have happened. It doesn't particularly requires a UI change to deal with either. Rclick-launch can deal with it easily enough.

Should the drone UI get a complete remake from the bottom up? Sure. That's a different matter, though, and that's the scope we're talking about, which handily explains why it hasn't happened.
Aura of Ice
Garoun Investment Bank
Gallente Federation
#32 - 2013-04-21 21:34:46 UTC
Tippia wrote:
Aura of Ice wrote:
You simply click "Launch Drones" and drones are launched.
No. What you do is:

1. Establish a context (pre-defined group, shift-selected group, or single drone).
2. Select a context (rclick)
3. Select a command (launch).

Without those first two steps, the last one doesn't exist and can't happen. Try rclicking in empty space and launch your drones from there. This is why there is no button for it: because if you want to “launch drones” the game will want to know which ones. If you try to fire guns, for comparison, the command is a simple “fire gun in slot 1” — the context is pre-defined, static, and strictly limited. Grouping guns just slots more guns into “slot 1”, and the command is still “fire gun in slot 1”.

Quote:
Would it be so difficult to attach a hotkey to this very, same, exact function?
· The fact that, on its own, it will have no context.
· The fact that, to make it work, we have to add two steps to the list above: 4. bind context/command pair to key; 5. press key.
· The fact that these context will vary with every ship, with every drone-loadout, and even dynamically change within a load-out (since you can move drones around and since contexts can be larger than the command allows for).
· The fact that, as a result, the bindings need to be ship and fitting-specific. Arguably, this could work much like how HUD button layouts are handled.
· The fact that, in spite of this uniqueness, you're very likely to want to be able to copy bindings between ships.

…and that's just for the functionality itself, not for the UI to do the binding, which could be a mess in and of itself. The deeper problem is that context→command→action functionality is so deeply rooted (and not just with drones) that it needs a complete rework to be of any value — half-assing it is just a waste of time. If you do it for one context-command pair, it really should allow for all use cases (e.g. not just launch group, but recall group, group attack, group idle etc). At that point, we run into the next fun problem, which is that we run out of button spaces on the HUD (because, again, the game was never designed with keyboard control as a main focus).

Quote:
I just don't get it.
…and that's why you think it's simple, when in reality, it isn't, and why the whole “it must be simple” attitude is a rather bad one.


Alright, assuming everything you said is true, how were they able to program "Return to Drone Bay"? It would seem, imho, to be an equally difficult task, yet they succeeded... Returning to Drone bay seems to involve all of the same logisics as Launch Drones... Even more so!

Not to mention, why increase anti-drone aggression before this is fixed, as others are mentioning as well? I really do not agree with a developmental decision along the lines of "buff npc ai first" then "fix ui afterwards"...

It seems very illogical...
Aura of Ice
Garoun Investment Bank
Gallente Federation
#33 - 2013-04-21 21:37:52 UTC
Tippia wrote:
Litair wrote:
But Tippia.. It's their job. It's really no excuse that it may be a bit difficult to make.
…and no-one is saying that it is. I'm saying that the line of reasoning that “why hasn't it happened; it must be simple” is rather ridiculous and mostly suggests that the OP has not considered the scope what needs to be done.

Quote:
Point is just then they shouldn't have changed the AI either, which is the reason why it's suddenly necessary to change the UI.
The AI change was unrelated to drones, so it most definitely should have happened. It doesn't particularly requires a UI change to deal with either. Rclick-launch can deal with it easily enough.

Should the drone UI get a complete remake from the bottom up? Sure. That's a different matter, though, and that's the scope we're talking about, which handily explains why it hasn't happened.


I did consider the scope of this... it's exactly why I am so irked...

Return to Drone Bay has a hotkey.

You claim all of these external logistical considerations must be, well, considered for "Launch Drones" hotkey, such as "types of drones and which ship they belong to" (paraphrasing you heavily) but you must admit that to the Programming Layman, it would seem logical that if you can program "Return to Drone Bay" then you should be able to program "Launch Drones"...

No? Is that so unreasonble?
Jame Jarl Retief
Deep Core Mining Inc.
Caldari State
#34 - 2013-04-21 21:38:40 UTC
Aura of Ice wrote:
I'm just wondering if anyone who has more technical knowledge than I might be able to help answer why this seemingly very simple thing has not been added yet?


Are you looking for an answer more meaningful than "poor game design"?

Seriously though, launch drone key isn't even needed. Every time the ship comes out of warp, drones should launch and begin to orbit the ship. Same way as guns fold in and out of the hull before and after warp. When loading a ship with drones, there should be a default group that gets launched, and afterwards whichever group you had out last will be the one that gets automatically re-launched. Similarly, there should be an option that whenever you initiate warp, drones return and dock automatically, or you could set the option to warp without waiting for drones, or both (with a hotkey). Etc., etc.

That's how it should work in a game in 2013. Current system is so 1999 it's not even funny. And we (drone users) have been asking for a comprehensive review of drones since...oh...2008? 2007? When was Trinity?
Tippia
Sunshine and Lollipops
#35 - 2013-04-21 21:39:56 UTC  |  Edited by: Tippia
Aura of Ice wrote:
Alright, assuming everything you said is true, how were they able to program "Return to Drone Bay"?
Because the context is self-evident: all drones in space.

Using that kind of logic on “launch drones” would leave my Ishtar in a mixed cloud of sentries, ECM drones and repair drones… a combination that is superbly unsuitable to send after any target whatsoever. Without a context, it could only mean “try to launch every drone I'm carrying at once” which is most definitely not what I'll want.

Quote:
It would seem, imho, to be an equally difficult task
…and that's why I'm hinting that you need to look at the problem in more detail before dismissing it as simple.

Quote:
Not to mention, why increase anti-drone aggression before this is fixed, as others are mentioning as well?
Because, as mentioned, one is unrelated to the other, and because the UI can already handle the aggression well enough.

Quote:
No? Is that so unreasonble?
No, and yes, in that order. And it has nothing to do with layman programming knowledge, but with simple analysis of what it is you want to achieve and under what circumstances it needs to work.
Lord Haur
Star Frontiers
Brotherhood of Spacers
#36 - 2013-04-21 21:41:10 UTC
Aura of Ice wrote:


I did consider the scope of this... it's exactly why I am so irked...

Return to Drone Bay has a hotkey.

You claim all of these external logistical considerations must be, well, considered for "Launch Drones" hotkey, such as "types of drones and which ship they belong to" (paraphrasing you heavily) but you must admit that to the Programming Layman, it would seem logical that if you can program "Return to Drone Bay" then you should be able to program "Launch Drones"...

No? Is that so unreasonble?


The return to bay hotkey operates under the same principle as return and orbit/engage target: the context required is defined as all currently controlled drones in space.
Aura of Ice
Garoun Investment Bank
Gallente Federation
#37 - 2013-04-21 21:42:43 UTC
Jame Jarl Retief wrote:
Aura of Ice wrote:
I'm just wondering if anyone who has more technical knowledge than I might be able to help answer why this seemingly very simple thing has not been added yet?


Are you looking for an answer more meaningful than "poor game design"?

Seriously though, launch drone key isn't even needed. Every time the ship comes out of warp, drones should launch and begin to orbit the ship. Same way as guns fold in and out of the hull before and after warp. When loading a ship with drones, there should be a default group that gets launched, and afterwards whichever group you had out last will be the one that gets automatically re-launched. Similarly, there should be an option that whenever you initiate warp, drones return and dock automatically, or you could set the option to warp without waiting for drones, or both (with a hotkey). Etc., etc.

That's how it should work in a game in 2013. Current system is so 1999 it's not even funny. And we (drone users) have been asking for a comprehensive review of drones since...oh...2008? 2007? When was Trinity?


I really, really, really, really ,really like this idea...

But I think a lot of the people who like to be "hardcore" will not like this as much...

It makes sense, drones already have their pros/cons vs guns/missiles and vice/versa...

I can not think of a single MMO where launching a primary attack involves right clicking a contextual menu and then navigating to the appropriate button/function...

EDIT: I can not think of a single modern MMO*
Litair
Nleesh
#38 - 2013-04-21 21:44:07 UTC  |  Edited by: Litair
Jame Jarl Retief wrote:
Aura of Ice wrote:
I'm just wondering if anyone who has more technical knowledge than I might be able to help answer why this seemingly very simple thing has not been added yet?


Are you looking for an answer more meaningful than "poor game design"?

Seriously though, launch drone key isn't even needed. Every time the ship comes out of warp, drones should launch and begin to orbit the ship. Same way as guns fold in and out of the hull before and after warp. When loading a ship with drones, there should be a default group that gets launched, and afterwards whichever group you had out last will be the one that gets automatically re-launched. Similarly, there should be an option that whenever you initiate warp, drones return and dock automatically, or you could set the option to warp without waiting for drones, or both (with a hotkey). Etc., etc.

That's how it should work in a game in 2013. Current system is so 1999 it's not even funny. And we (drone users) have been asking for a comprehensive review of drones since...oh...2008? 2007? When was Trinity?


Just as a quick recap, the new AI makes it so that NPCs randomly switch targets to your drones rather than yourself, and blast them to dust in a few seconds. That is why you need to be able to pull them in and out very quickly and effectively. ;)
Not to mention there's massive lag on all drone commands.

Automatic drone docking would be nice though.. hate leaving those expensive drones behind.
Aura of Ice
Garoun Investment Bank
Gallente Federation
#39 - 2013-04-21 21:46:35 UTC
Lord Haur wrote:
Aura of Ice wrote:


I did consider the scope of this... it's exactly why I am so irked...

Return to Drone Bay has a hotkey.

You claim all of these external logistical considerations must be, well, considered for "Launch Drones" hotkey, such as "types of drones and which ship they belong to" (paraphrasing you heavily) but you must admit that to the Programming Layman, it would seem logical that if you can program "Return to Drone Bay" then you should be able to program "Launch Drones"...

No? Is that so unreasonble?


The return to bay hotkey operates under the same principle as return and orbit/engage target: the context required is defined as all currently controlled drones in space.



How about CCP makes their own, permanent subgroups labeled 1-10 (rename-able of course to your liking) that each have a corresponding hotkey, much like f1-f10 or ctrl+1-10 or num1-10?

I mean, the subgroups are already there. Hotkeys, from what I gather through the grapevine, are themselves inherently not difficult to program. So program those 1-10 subgroup to be hotkeyable, and make them permanent.

I just thought of this. Is there something wrong with my solution?
Lord Haur
Star Frontiers
Brotherhood of Spacers
#40 - 2013-04-21 21:49:50 UTC
Jame Jarl Retief wrote:
Aura of Ice wrote:
I'm just wondering if anyone who has more technical knowledge than I might be able to help answer why this seemingly very simple thing has not been added yet?


Are you looking for an answer more meaningful than "poor game design"?

Seriously though, launch drone key isn't even needed. Every time the ship comes out of warp, drones should launch and begin to orbit the ship. Same way as guns fold in and out of the hull before and after warp. When loading a ship with drones, there should be a default group that gets launched, and afterwards whichever group you had out last will be the one that gets automatically re-launched. Similarly, there should be an option that whenever you initiate warp, drones return and dock automatically, or you could set the option to warp without waiting for drones, or both (with a hotkey). Etc., etc.

That's how it should work in a game in 2013. Current system is so 1999 it's not even funny. And we (drone users) have been asking for a comprehensive review of drones since...oh...2008? 2007? When was Trinity?

Never going to happen. Something about increasing server load by forcing every person travelling to auto-launch drones only to be scooped within seconds as you jump/warp.
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