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January 25th, 2007, 05:27 PM
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First Lieutenant
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Join Date: May 2003
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Re: What is the problem with SE5?
In which case in only makes sense for aaron to add similar abilities. Shift to select a wide range of components and ctrl to pick and choose which ones, then move in mass.
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January 25th, 2007, 05:29 PM
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Shrapnel Fanatic
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Re: What is the problem with SE5?
But that doesn't work with the slot layout setup. It would work in a SE4 or SE3 type system where you just have lists (but clicks to add are much better there anyways), but not with slot layout.
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January 25th, 2007, 05:35 PM
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National Security Advisor
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Re: What is the problem with SE5?
That and..how exactly are you going to shift-select 6 engines if there's only one engine in the component list?
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I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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January 25th, 2007, 05:37 PM
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First Lieutenant
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Re: What is the problem with SE5?
actually it is with a little forethought. Basically it would have to be modified so that when I drag an engine and it's not placed in an engine spot, it pops to a free engine spot automatically. Or if I grab 3 engines, support components like bridge, life support, etc, and some weapons and then a slab of armor, those would automatically drop into their required places.
As for populating components, perhaps a "fill to max" toggle on the design screen to load up components in multiples. there are a couple ways of resolving that issue. (double click & auto-placement comes to mind as the best solution)
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January 25th, 2007, 05:55 PM
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Shrapnel Fanatic
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Re: What is the problem with SE5?
The point is that you CANT grab multiple copies of the same item using a drag and drop system.
And if you are going to have automatic placement of the items, then you should go with SE4's superior tap-to-add system.
You also seem to forget that there are no engine slots... there are only Inner Hull, Outer Hull and Armor.
Some mods have only one or two slot types, and some components can be placed in multiple slot types.
Fill to max dosen't have much use outside of stock engines... And it would get really confused over the requirements in GGmod.
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You could do:
- Tap to add. (Auto placement)
- Drag and drop to shuffle components already added.
- Tap to remove (drag/drop with no movement)
If the placement were smart, say, placing the components in locations similar to the positions used in other designs, that might be decent.
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January 25th, 2007, 05:57 PM
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Shrapnel Fanatic
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Re: What is the problem with SE5?
There are no "required places" though. Anything but armor can be placed in any slot.
The best solution for a slot layout is to keep what we have now, though maybe add a double click to auto add to a random slot... There are far more important, actually effectual things Aaron should be spending his time on than a drag and drop that at best equals what we have now.
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January 25th, 2007, 06:00 PM
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First Lieutenant
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Join Date: May 2003
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Re: What is the problem with SE5?
lol, I've been playing starfury a wee bit too much now I think (btw, let's hold an online poll to get Aaron to port that to the console!  )
As i said, people have made up their minds on this issue and so be it. Whatever.
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January 25th, 2007, 06:13 PM
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National Security Advisor
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Re: What is the problem with SE5?
It should be easy enough for Aaron to add the functionality where double-clicking a component puts in the appropriate slot automatically - the AI scripts already contain functions that do that sort thing.
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January 25th, 2007, 07:21 PM
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Brigadier General
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Re: What is the problem with SE5?
I suggested that a looooong while ago and he said it can't be done. No explanation. Go figure. 
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