Movable Ghost Structures in Space While in Build Queue

I have not seen this suggested yet but one thing I would like to see is the ability to move a structure that is in the build queue. I will often build a few things then want to move a turret that is in the middle of the queue and have to remove everything in order to change its position.

Note that I do NOT mean change the order of something being built in a build queue (although this is a good idea) but rather to move a structure in space before it begins construction.
7,483 views 15 replies
Reply #1 Top
You can just remove that one turret. Click the scuttle button
Reply #2 Top
he means MOVE the location I believe.

For example in supcom so long as construction hasnt started you can shift-click on something in que and move its physical position.

Its extremely convenient.
Reply #3 Top
What gauntlet said. It saves you from having to scuttle something and move it to the end of the queue.
Reply #4 Top

What gauntlet said. It saves you from having to scuttle something and move it to the end of the queue.
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Oh. I want supcom but 5200 = sploded.
Reply #5 Top
Not our fault that Supcom's command and control was the most streamlined and evolved version of principle RTS control... Ever. The refinement of so many intelligent and traditional commands made it just run so smoothely, as much a wonder as the empire tree and fleet formation is for sins.

Combine those two in the same game and Yes, that would be awesome.

I also want to be able to shift-click and move way points, and have manipulation capable patrol paths.
Reply #6 Top
I have not seen this suggested yet but one thing I would like to see is the ability to move a structure that is in the build queue.
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no he wants to change the order in which it will be built.
Reply #7 Top
no he wants to change the order in which it will be built.
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That is not what the quote says and definitely not what I meant. In this case "move" does not mean change the order in the build queue but rather to physically move the object in space. It is a very handy feature that really frees you up from having to redo a lot of clicks.

And I agree with many of Gauntlet's assertions. There are many things that SupCom did very well in terms of the UI. The ability to use shift-click to change a queued patrol/move path is one example.

Edit: I can see how my initial post could be misinterpreted. I have changed the title and made the initial post more clear.
Reply #8 Top
In this case "move" does not mean change the order in the build queue but rather to physically move the object in space. It is a very handy feature that really frees you up from having to redo a lot of clicks.
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The ability to move planned but unbuilt structures would definitely be handy rather than having to scrap and rebuild them, which I end up doing all of the time.
Reply #9 Top
I like this idea. Hopefully it'll make it in before release, but if not, I suspect it's something we could do in an update.
Reply #10 Top
Thats great to hear,

and you guys should totally take a hour long break and play sup-com if you havn't already... just steal all their ui ideas (lol I'm mostly joking)

The way I see it, Supcom pretty much defines the current and most perfected RTS command and control system. But mostly focuses on tactical movement orders and intelligence of those orders.

Sins on the other hand is creating a new standard for things that are typically more 4X by streamlining tech trees and such. That and the empire view. These were never enormously in need of streamline for turn based games. For RT its a must and they are doing great things.
Reply #11 Top
lol moveable ghost structures.

for a moment i thought it meant , when you place a ghost structure down in a gravwell, you can click and drag it to wherever you want it to be ,aslong as its not built yet.

That would be hilarious when you see enemy ships trying to target your ghost structures and your dragging them to the other side of the gravwell . "cant catch me "
Reply #12 Top
That's why you should never target ghost structures but the much less numerous construction frigates in the process of building them

But, that is exactly what he meant.. to be able to move the 'ghost' that hasn't started building, without having to cancel it and stick in the back of a build queue.

Although, you can get around it by manually telling your construction frigate to build that thing first, and it'll keep going with the queue afterwards.
Reply #13 Top
the idea has nothing to do with the queue, we can all work around that easily enough as you say, its a matter of convenience.

Oh and that would be funny to see ghost structures moveing that you want to target, but frankly you shouldnt be able to target them anyways.
Reply #14 Top
now this game is haunted.
Reply #15 Top
now this game is haunted.
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it seems i have competition...