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Showing content from http://www.terrygreer.com/assets/control-methodsupdatever2.doc below:

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_Toc434291060 26 Maximum waypoint  GOTOBUTTON _Toc434291061  PAGEREF _Toc434291061 27 Delaying an action  GOTOBUTTON _Toc434291062  PAGEREF _Toc434291062 27 Actions en route  GOTOBUTTON _Toc434291063  PAGEREF _Toc434291063 27 Storing of Waypoint instructions  GOTOBUTTON _Toc434291064  PAGEREF _Toc434291064 28 Manually Overriding Delayed/Stored Orders  GOTOBUTTON _Toc434291065  PAGEREF _Toc434291065 28 Automatically Overriding Delayed/Stored orders  GOTOBUTTON _Toc434291066  PAGEREF _Toc434291066 29 Waypoint Screen Key Functions  GOTOBUTTON _Toc434291067  PAGEREF _Toc434291067 30 Player direct movement control  GOTOBUTTON _Toc434291068  PAGEREF _Toc434291068 31 Main trooper commands (Standing orders)  GOTOBUTTON _Toc434291069  PAGEREF _Toc434291069 32 Trooper movement restrictions  GOTOBUTTON _Toc434291070  PAGEREF _Toc434291070 33 ‘Guard’  GOTOBUTTON _Toc434291071  PAGEREF _Toc434291071 33 Join on me  GOTOBUTTON _Toc434291072  PAGEREF _Toc434291072 33 Attack restrictions (what to attack, and how)  GOTOBUTTON _Toc434291073  PAGEREF _Toc434291073 34 Fire at will  GOTOBUTTON _Toc434291074  PAGEREF _Toc434291074 34 Shoot if appropriate  GOTOBUTTON _Toc434291075  PAGEREF _Toc434291075 34 Attack my target (or ‘Concentrate fire’)  GOTOBUTTON _Toc434291076  PAGEREF _Toc434291076 34 Hide (Take Cover)  GOTOBUTTON _Toc434291077  PAGEREF _Toc434291077 34 Lets Rock  GOTOBUTTON _Toc434291078  PAGEREF _Toc434291078 35 Firing restrictions (weapons)  GOTOBUTTON _Toc434291079  PAGEREF _Toc434291079 36 Hold fire  GOTOBUTTON _Toc434291080  PAGEREF _Toc434291080 36 Restricted fire!  GOTOBUTTON _Toc434291081  PAGEREF _Toc434291081 36 Unrestricted fire!  GOTOBUTTON _Toc434291082  PAGEREF _Toc434291082 37 Object Manipulation Commands  GOTOBUTTON _Toc434291083  PAGEREF _Toc434291083 38 Giving manipulation commands to other troopers  GOTOBUTTON _Toc434291084  PAGEREF _Toc434291084 38 Cycle through inventory list  GOTOBUTTON _Toc434291085  PAGEREF _Toc434291085 38 Currently Occupied trooper  GOTOBUTTON _Toc434291086  PAGEREF _Toc434291086 38 Applied to other troopers  GOTOBUTTON _Toc434291087  PAGEREF _Toc434291087 38 Alternative inventory category  GOTOBUTTON _Toc434291088  PAGEREF _Toc434291088 39 Currently Occupied trooper  GOTOBUTTON _Toc434291089  PAGEREF _Toc434291089 39 Applied to other troopers  GOTOBUTTON _Toc434291090  PAGEREF _Toc434291090 39 Drop / Throw currently held object  GOTOBUTTON _Toc434291091  PAGEREF _Toc434291091 39 Currently Occupied trooper  GOTOBUTTON _Toc434291092  PAGEREF _Toc434291092 39 Applied to other troopers  GOTOBUTTON _Toc434291093  PAGEREF _Toc434291093 39 Light  GOTOBUTTON _Toc434291094  PAGEREF _Toc434291094 40 Arming/Inventory screen  GOTOBUTTON _Toc434291095  PAGEREF _Toc434291095 40 Other Commands  GOTOBUTTON _Toc434291096  PAGEREF _Toc434291096 41 Activate  GOTOBUTTON _Toc434291097  PAGEREF _Toc434291097 41 Affirmative commands  GOTOBUTTON _Toc434291098  PAGEREF _Toc434291098 41 Gamma  GOTOBUTTON _Toc434291099  PAGEREF _Toc434291099 41 Quit options  GOTOBUTTON _Toc434291100  PAGEREF _Toc434291100 41 Go  GOTOBUTTON _Toc434291101  PAGEREF _Toc434291101 42 Ignore group command  GOTOBUTTON _Toc434291102  PAGEREF _Toc434291102 42 Re-equip/balance Inventory command  GOTOBUTTON _Toc434291103  PAGEREF _Toc434291103 42 Making up groups.  GOTOBUTTON _Toc434291104  PAGEREF _Toc434291104 43 Dividing up Consumables.  GOTOBUTTON _Toc434291105  PAGEREF _Toc434291105 43 'Trooper info bar'  GOTOBUTTON _Toc434291106  PAGEREF _Toc434291106 44 Current trooper 'Standing order'  GOTOBUTTON _Toc434291107  PAGEREF _Toc434291107 44 Current trooper firing restriction  GOTOBUTTON _Toc434291108  PAGEREF _Toc434291108 45 Stealth in the game  GOTOBUTTON _Toc434291109  PAGEREF _Toc434291109 46  Overview This document is intended to re-visit and revise the trooper control functions. This is mainly to better integrate the 'Goto' function with the existing commands, but it is also an opportunity to outline areas which are still required, or which would enhance the game. When looking at this document it should be remembered that there is a fundamental difference between the actual action that needs to be carried out, and the key to which it is attached. Any discussion should initially be which actions are required, and not which key those actions are assigned. In some places I have suggested combining multiple functions on a single key, this is intended to make the interface more intuitive by linking similar functions together. Wherever possible the same keys should have the same effect irrespective of which mode is used. This has led to some changes in the proposed way in which trooper control is carried out, and I can see little reason for limiting most of these control functions to specific modes unless there are good technical reasons. This doc also suggests a default key set up, but it is obvious that different people will place different emphasis on the control functions, and many will wish to have different key layouts for the game. For completeness, sections of the doc which are not to be implemented have been greyed out like this. Sections which are being looked at, or are to be looked at again, are shown greyed out like this. Trooper views This should remain largely as currently implemented. There should however be some subtle changes. If the trooper 'window is open' And the relevant F key is pressed It toggles the small window between map view, and 3D view And the relevant key is held down or double clicked It closes the window down If the trooper window is closed And the relevant F key is pressed, held down or double clicked It opens the small window, in whichever 'mode' (map or 3D) it was before it was previously closed. (The default should be the map view) Function In 3D ViewIn 3D View, + goto mode In 3D View + map In Waypoint viewTrooper viewsToggle small view/map view/no view for trooper 1F1F1F1F1Toggle small view/map view/no view for trooper 2F2F2F2F2Toggle small view/map view/no view for trooper 3F3F3F3F3Toggle small view/map view/no view for trooper 4F4F4F4F4 Trooper Occupation This should remain largely as currently implemented. There should however be some subtle changes. At the moment the player needs to use a different key depending on whether he wants to select the trooper in order to give him an order, or to psionically jump into his body. I consider this a needless complication, and would suggest that we can use the same key for both actions. We can use the 'Trooper direct order selection' function and make it also perform this action. I.e.: Pressing and releasing the key will toggle the troopers selection for orders. Pressing and holding the key down, or double clicking, will cause the player to 'jump into' the relevant trooper. The advantage is obvious, each trooper is then represented by a single key rather than two, and the only disadvantage would be a very small overhead while the program tests to see which alternative is actually required. These key down (or double click) settings should be customisable by the player in the options screen as a slider bar. NB the following are held down, or double clicked. Function In 3D ViewIn 3D View, + goto mode In 3D View + map In Waypoint viewTrooper occupation (key held down or double clicked)Psionic jump into Trooper 1 1 1 1 1 Psionic jump into Trooper 22 2 2 2 Psionic jump into Trooper 33 3 3 3 Psionic jump into Trooper 44 4 4 4  Control variation while possessing another trooper This suggestion is temporally suspended. If the player has jumped into another trooper, it would be preferential to impart a different ‘feel’ to the experience. The easiest way of doing this would be to remain constantly in the ‘goto’ mode (outlined later), and even have that mode applied to the occupied trooper. The player then would effectively be giving orders to a specific trooper, through that troopers eyes, but not actually having complete control, since the troopers stats would still effect the outcome of any encounter, and not the players skill. This would have several effects: It would distance the player slightly from those he occupies, the player having to ‘order the trooper to carry out the actions, rather than just simply doing them) This would make controlling an occupied trooper slower. It would make the players own character (Wraith) more special. It would discourage the player from jumping into other troopers a little (possibly even enough to drop the artificial psionic jump limit). While by no means high priority I think this worth testing, as it should add to the gameplay. (There would be a few slight changes to the way in which trooper selection (for giving troopers orders) is carried out. In particular the default trooper selection for giving orders would be just the presently occupied trooper, and not all troopers.) Trooper direct order selection This should remain largely as currently implemented. Orders are given to either specific troopers or, if no troopers are actually selected when an order is given, the order will be given to all troopers by default. Commands given to all troopers by default should be known as 'group' commands. Individual troopers can have their selection toggled by pressing the appropriate key. This should be integrated into the 'Trooper occupation' function, so that the same key used to select a trooper can also be used to jump into his body (see previous section). Function In 3D ViewIn 3D View, + goto mode In 3D View + map In Waypoint viewTrooper direct order selectionToggle - Selects/deselects Trooper 11 1 11Toggle - Selects/deselects Trooper 22222Toggle - Selects/deselects Trooper 33333Toggle - Selects/deselects Trooper 44444Toggle - Selects/deselects All Troopers*5555*Some debate as to if this is needed, or would be intuitive in use, however it should be trivial to try out. Goto mode This works in almost exactly the same way as the way-pointing screen. When the player is issuing orders, he is effectively seeing the action from a 3rd person viewpoint. Using a 3rd person control method, such as this, is therefore makes much sense. Function In 3D ViewIn 3D View, + goto mode In 3D View + map In Waypoint viewGoto ModeToggling into/out of Goto modeD or Selecting a trooper(s):D or Selecting a trooper(s):D or Selecting a trooper(s):D or Selecting a trooper(s):Direct Order: ‘Goto’ modeImmediate ‘goto’ order LMB see way-pointingDelayed ‘goto’ order (If shift held down)LMBsee way-point Activating the mode The mode should be activated in more than one way: Directly: By pressing the 'Goto mode' function key. As with all other commands, if no trooper has been selected by the time the player selects a target on the screen, the default order will go out as a 'group order'. If after activating this mode, but before selecting an on screen target, the player issues a different order, then that order will be carried out instead, and will cancel this mode. Assumed It is actually annoying having to directly select the 'goto mode' every time the player wishes to give a direct order. If one or more troopers however, have been selected, its a safe assumption that the player wishes to give them an order. It therefore makes sense for the goto mode to be the default mode after any order has been instigated by selecting troopers. The only outcome of this is that the player will be unable to fire until he has finished giving that order, a very small price to pay. Once activated the mode should: Automatically make the mouse function in a ‘mouse look mode’ (if not already) Note that the functions assigned to the mouse keys will be overridden while this mode is active. All other functions will operate as normal. Give an on screen cursor overlay or object at the point a weapon would hit if fired (as a sort of target cross-hair). This could be a simple bitmap overlay permanently in the middle of the screen. This overlay should vary depending on what the cursor is ‘over’.. Mode ‘Options’ There are very limited options regarding what the cursor could be over: An enemy/neutral creature, A ‘shootable’ target (by which I mean something that can be destroyed in game) A trooper (NB a trooper Psionically controlled by the enemy should be counted as enemy) An in-game switch (This should be restricted to switches that are manually triggerable, and not proximity ones, it should also be restricted to switches in the vicinity of where the target hits a solid surface, so that the cursor is not blocked by trigger influences) An in-game collectable object (only objects that can be picked up) Geometry only (Where a goto marker can be placed) I know that the following two are problematic, and will probably not be differentiated, but they are the ideal refinement, and will be of more use on the way-pointing screen An accessible piece of geometry ( A location where a trooper can walk to) An inaccessible piece of geometry ( A location where a trooper can not walk to) There may eventually be others, if the 'close proximity enhancement' is implemented, but the above is a good starting point. Each of the above options would generate a different shaped cursor to hint to the player what action can be taken. Cursor 'Meaning' table Cursor ‘over’Cursor shapeActionAn enemy/neutral creature/or ‘shootable’ targetCross-hairThose selected should attack the target (returning to whatever state they were in after the target has been destroyed)A trooperTrooper iconAllow the player to select/deselect a trooper and remain within the ‘goto mode’.An in-game switchHand pointingThe ‘closest’ of those selected (if more than one) should get the switch. If the switch requires a specific skill, the closest of those with that skill should respond An in-game collectable objecthand ‘grabbing’Orders the trooper(s) to go to that point and pick it up.(The first there would do the actual picking up). A piece of geometry (floor/wall/mover etc.)4 arrows pointing inwardsSets a specific place for the selected trooper(s) to go to, or approach as nearly as possible (E.g. if the location happened to be a wall or ceiling)A ceiling or other piece of inaccessible geometry (eg. fake background)As above but with diagonal strike throughNo action (It would be nice if all points on geometry over the equivalent of 8-10 feet above the adjacent floor height could generate this also.) Immediate action/Delay This would be easiest to set up using the mouse, and depend on whether the shift key was held down or not. Left Mouse Click: Immediately instigates the previous order Left Mouse click (and shift held down): Stores the command (only one per trooper) until the ‘Delayed action Go’ function is activated. Actions are identical as for the left mouse button, except that the order is not carried out immediately. Instead they wait until the ‘Delayed action Go’ function key is pressed. In this manner different orders could be given to each trooper all to be executed on the players ‘mark’. If a delayed order is given to a trooper, who already has a delayed order awaiting activation, the new order should overwrite the old one. Quitting out of the mode After ‘selecting a target’ the mouse should return to normal. Pressing the key assigned to 'goto', before setting a position or target, should cancel the command and return the mouse to normal. Selecting any other direct command before 'selecting a target' should issue that command to the appropriate trooper selection, and cancel the mode. Cancelling of Delayed/Stored Actions Once an order has been completed it should be deleted. This alone will stop most of the current problems. In addition delayed orders could be 'forgotten' and deleted if not activated within a specific length of time (say 2 minutes), AND if the trooper has moved more than 'x' units (say 512 for now) away from the point at which the orders were issued. This is more problematic, and I must admit to being a bit unsure as to how effective this would be in practice. It is worth experimenting with if it isn’t time consuming to program. As for a ‘Delete delayed orders key’, I am unkeen on adding another key function. I would therefore suggest that the direct orders key itself (currently 'd') if double clicked could be used to clear out any stored orders. This should be non-destructive, and quick, effectively acting as a 'reset'. As with all commands it should apply to either all troopers (if non selected) or just those selected. I’ve done ‘dry runs’ and it seems perfectly acceptable, and should be easy to try out. Verbal confirmation Eventually there should be appropriate trooper messages added to the trooper message list. If given a delayed order "Awaiting signal" If no delayed order present, or previous order completed and deleted. "Awaiting order" Possibly if delayed order 'forgotten' "Order timed out" For the time being any standard ‘order acknowledged’, or the infamous ‘can’t do that’ dialogue should be used. This feedback is needed to give player feedback that the order has been heard and can be acted on, or is impossible. Manually Overriding Delayed/Stored Orders Any new order should override an existing order. If the new order overrides an immediate order, the previous order should be simply canceled in favor of the new one. If the new order overrides a delayed/stored order (or waypoint order), that is in the process of being carried out, the new order should have precedence, and the delayed/stored order should be put on hold until the player re-issues the ‘GO’ command. Troopers should not automatically re-start stored orders. Automatically Overriding Delayed/Stored orders This needs to be looked at, I suspect that it isn’t required for the goto mode, but would be needed for waypointing.(See Waypointing for details) Facing (This section is to be ignored, and is left in only for completeness) If the mouse button is held down, and dragged slightly before releasing, this will determine the final facing position of the selected trooper(s). This will be relative to the players current position as though the player were looking down on the trooper in the map view, and drawing a line in the direction of the required facing. (A semi-transparent sprite aligned to the floor could be used as a guide during this process. Merely clicking and releasing with no discernible mouse movement will result in the AI deciding the facing when the action is complete. Goto and Strategic points (Sorry I cant remember what we decided on this… my recollection was that Nick was to look at this whole issue to see where we could make far more use of Strategic points.) During Movement Although this is probably far too tricky to implement, I include the following as an ideal. If the path taken by a trooper to its target passes through any strategic points, it might be effective to have any trooper obey their instructions with regard to the following stats. bCrouchHere TimeToStay AnimToPlay To keep the calculations relatively easy, the trooper(s) should only use those that lie more or less on the direct route. End of movement Any trooper that ends its movement at a Strategic point, should obey that points instructions. The only exception should be the troopers facing, if the player had specified a particular angle it should override the nodes setting. ‘Basic’ Examples (These may sound complex, but its a very simple syntax, and would be picked up very quickly) Trooper 1 go there keys: 1 G (centre on the location and) LMB Trooper 2 and 3 attack the creature on the left keys: 2 3 G (centre on the creature on the left and) LMB On my mark Trooper 1 take out the grey on the left, trooper 3 attack the grey on the right, trooper 2 stand by the door. GO. Keys: 1 G (centre on grey on the left and) RMB 3 G (centre on the grey on the right and) LMB 2 G (centre on the area by the door and) RMB * (GO!) Close proximity enhancement to goto mode This is wish list stuff, but is trivial to implement (Nick reckoned half an hour or so) so we should put it in and try it out. This would allow us to do a fair bit more in incorporating multiple switches in the players field of view, open up the possibility of using sequence type puzzles and, in a limited way, keyboards and keypads within the game. If the player is in ‘goto mode’, And no troopers are selected, or only the currently occupied trooper. And the goto point is within ‘arms reach’ (which must be defined, but I would suggest 32-48 units) And the goto point is a switch. Then The currently selected player should be the one assumed to be pressing the switch.(I.e. it doesn’t work as a goto under these specific conditions) A specific active cursor shape should be used to show that the above mode variation has happened. The mode will cancel as normal except that the mode should not cancel out after a close proximity target is selected, this will allow the player to make multiple selections without having to re-select the mode.(This should be fine since if the player is shot at, and turns to attack his enemy, the conditions above will no longer hold true) This variation would involve no extra key commands since everything would be context sensitive. Possibilities include: Pressable button or keys, such as a numeric style keypad, where each key actually works. Tuning a radio receiver. Cuttable wire, such as in defusing a bomb, or hot wiring a door without setting off an alarm Opening a small access hatch, before rummaging around inside Removable chip, unit, or plugged in item (no longer do they need to be lying on a floor, or a shelf) If each of these were designed as specific classes it should be easy to pick an appropriate mnemonic cursor shape to actually remind the player what action would be carried out. Squad formations via numeric keypad This section is to be implemented piece-meal. The general feeling was that while more control over the actual position of troopers is required, a fully fledged formation system is not required. The minimum needs were identified as: ‘Go forward’ Troopers ‘tend’ towards being in front of the player. ‘Get behind’ Troopers ‘tend towards being behind the player. As always, if no trooper(s) selected, default orders go to all troopers not ignoring group commands, otherwise orders only go to those selected. Function In 3D ViewIn 3D View, + goto mode In 3D View + map In Waypoint viewTrooper position commandGo forwardNum 8 Num 8 Num 8 Num 8 Get behindNum 2Num 2Num 2Num 2 Obviously these keys will be re-configurable. The default keys are still to be finalised during prototyping, but use the above for now (in case other positional keys become needed). Any further requirements will be evaluated during prototyping. The full text of the formation section follows for completeness. Are squad formations necessary? Yes. At the very least formations should: Provide a clear and easy way for the player to have the various squad members where he wants them, and not underfoot. Give a greater feeling that the player is in control. React better to enemy threats from specific directions, simply as a natural consequence of their position relative to the player character. I would like to try out using squad formations, with the default control keys set up from the numeric keypad. (Since the numeric keypad can be read separately from the main keyboard all the keys can be used to group commands sensibly.) This approach should be extremely intuitive. Selecting troopers Troopers would be selected for orders as previously outlined. Giving troopers squad formations If the player is thought of as being in the centre of the numeric keypad, he can either: Tell selected troopers where, in relation to that position, he would like them to optimally place themselves by clicking on an appropriate numeric keys. The exact placing could be further modified by using a single click to represent ‘near’ or by holding down(or double clicking) to Tell the selected troopers to get near or far away by holding down or double clicking the same key. This would negate the need to have specific squad formations as a wide range of squad formations could be set up using this method. It would be important to only update trooper positions if the player actually was moving (near and far distance to be decided by play-testing, make the current distance the ‘near’ spacing, and make the ‘far’ spacing double the near one). Merely changing direction should not update the formation otherwise simply rotating on the spot would lead to massive trooper movement. The 'Regroup' key The middle key (5) of the position rose formed by the numeric pad should be used as a 'Regroup' order, and it should force troopers to refresh their relative positions. For example if the player is moving down a corridor, and merely turns to the right, the troopers shouldn't re-arrange themselves around him automatically (this would be very annoying). Instead they will remain where they are until either the player moves off in a different direction, or presses the 'regroup' key. Both actions forcing the troopers to re-calculate their relative facings on the player's new facing. Although the default set up proposed here uses the numeric keypad, since each position order is in itself a different function, there is no reason why a player couldn’t customise the keyboard layout to have only those formations he considers useful. Despite the number of keys used, they all really act as a pseudo touch-pad, and should be extremely intuitive in actual play. Trooper offsets  Default key setups Num Lock/*-7 (8 (9 ( +4 (56 ( 1 (2 (3 ( Enter0/InsDel Function In 3D ViewIn 3D View, + goto mode In 3D View + map In Waypoint viewSelect trooper 2 (previously outlined)Num lockNum lockNum lockNum lockSelect trooper 3 (previously outlined)Num /Num /Num /Num /Select trooper 4 (previously outlined)Num *Num *Num *Num *Relative Front-Left Sets trooper relative position to Front and Left of the playerNum 7Num 7Num 7Num 7Relative Front (point )Num 8Num 8Num 8Num 8Relative Front-Right Sets trooper relative position to Front and Right of the playerNum 9Num 9Num 9Num 9Relative Left Sets trooper relative position to the Left of the playerNum 4Num 4Num 4Num 4RegroupNum 5Num 5Num 5Num 5Relative Right Sets trooper relative position to the Right of the playerNum 6Num 6Num 6Num 6Relative Back-Left Sets trooper relative position to Back and left of the playerNum 1Num 1Num 1Num 1Relative behind ( Single file)Num 2Num 2Num 2Num 2Relative Back-Right Sets trooper relative position to Back and Right of the playerNum 3Num 3Num 3Num 3Map zoom outNum -Num -Map zoom inNum +Num +Num EnterNum EnterNum EnterNum EnterNum 0Num 0Num 0Num 0Num ‘period’Num ‘period’Num ‘period’Num ‘period’ Note: Regroup This should cause a manual refresh or update of the troopers relative positions; as if they had just been ordered into those positions for the first time. Relative front (point) The trooper moves forward, in front of the player. It should look as though the trooper is scouting the area ahead. It would be nice to have the following animations, if memory permits. If the trooper gets to a position without seeing any enemy he could give a ‘thumbs up’ . If the trooper gets to a position where he can see the enemy, but they don’t see him, he could ‘point towards the nearest alien’. If the trooper gets to a position where he sees the enemy and they see him he could crouch and motion to the others to do the same. Relative behind (single file) (Ideally should also instruct the troopers to only follow in the players ‘footsteps’. (NB. This is a special case. Troopers will always only follow where the player has been. The player will need to drop a ‘breadcrumb trail’ as he moves.) All other ‘Relative position functions’ In a similar way to other key functions, holding down a numeric key or double clicking it should have an additional effect. If command to specific trooper(s): It should assign all selected troopers to the appropriate offset from the player. It should toggle between ‘near’ or ‘far’, changing the spacing between troopers. If the selected troopers are ‘far’ already then they should become ‘near’. If the selected troopers are ‘near’ then they should become ‘far’. If the selection consists of a mixture then the ‘majority’ state should count (or if the selection contains equal numbers of both then the order should default to ‘near’ If default/group command It should merely act as a ‘near’ or ‘far’ toggle, and should keep troopers assigned to their current offsets, so that if a trooper was assigned to point and a different function was doubled clicked, he wouldn’t change his offset. If the selected troopers are ‘far’ already then they should become ‘near’. If the selected troopers are ‘near’ then they should become ‘far’. If the selection consists of a mixture then the ‘majority’ state should count (or if the selection contains equal numbers of both then the order should default to ‘near’ NB. When their relative positions are changed, or on being given a formation order for the first time, troopers should be set as ‘near’. Formations and Jumping between troopers If the player jumps between troopers, what happens to the formation? The best approach would be for the pattern to remain the same. This means each troopers position relative to the occupied trooper will have to be re-evaluated. There are a few problems associated with this jumping between troopers. For example: TrooperInitially (occupying trooper1)Jump into trooper 2Jump into trooper 3Jump into trooper 4Trooper 1OCCUPIEDLeft nearBack-left nearForward nearTrooper 2Right nearOCCUPIEDBehind nearForward-right nearTrooper 3Forward-right nearForward nearOCCUPIEDForward right far*Trooper 4Behind nearBack-left nearBack left far*OCCUPIED * NB there will be slight positional changes which are unavoidable in this case the indicated troopers would move out a little to the sides since they are now a different distance to the occupied trooper. However while the new position does not exactly match up, the troopers ‘relative’ position will not change, so when the player leaps back into trooper 1 the relative positions will return to how they were originally. (I.e. the process is reversible). This is acceptable. (These relative changes could be easily obtained from a 17*17 look up table.) Assigning multiple troopers to the same relative position Obviously only one trooper can ever occupy each relative position at any one time. If more than one trooper is assigned to a position, then the other(s) should attempt to get as close to that position as possible, allowing for normal trooper collisions. It will be largely up to the player to manage his trooper spacing. Example use of Numeric keypad ordering (All keys on numeric pad)To make formation:Key PressExplanationThe player leaves the breaching pod, and enters into a wide area, he decides that he needs a wide Line abreast formation. Wide Line abreast Num lock 4 (double click) / 6 (double click)Selects Trooper 2 Orders him to the far left. Selects Trooper 3 Orders him to the far right.At the far end of the chamber there are several large electrical discharge units, like gigantic spark plugs. The player wants to make sure that they all stay together, so decides on single file so he can check out the danger.Single File (Player in front)2Default orders go to all troopers, therefore ‘2 ‘tells both to go to the rear and from now on only follow the players ‘breadcrumb trail’. (NB since its a change of direction they are now ‘near’) Its safe, but the player is now about to go down a corridor with several openings off to the right a little way along. He decides that a Staggered Line would be a good defence if anything attacks. Staggered lineNum lock 7 / 3Selects Trooper Orders him to the near front left Selects trooper 3 Orders him to the near back rightThe player wants the one behind to hang back a bit.Spread out (trooper 3)/ 3 (double click)Selects trooper 3 Toggles the near/ far distance (so he ends up ‘far’) The player decides to send the other trooper on ahead to check, or flush out, any problems at the first opening.Spread out (trooper 2)Num lock 7Selects trooper 2 Trooper two toggles between near/far, ending up ‘far’ Around the corner there are a series of pillars, The player decides that trooper 3 should act on his own initiative in finding cover while within this areaCancel keypad formation / 5Selects Trooper 3 Issues a resetting ‘Join on me’ command that cancels the keypad formation system putting the trooper back under more full AI control. Map Screen Entry to the Map screen The map screen should work in exactly the same way as at present. All sybology and representation are the same as in the waypointing screen. Similarly all 3D function controls and commands should work in exactly the same way as they do when the map isn't present. The only difference is that the functions for zooming the map are active. The Zoom factor should be remembered so it can be re-instated on returning to the map view. (Ideally this zoom factor should be independent of any zoom factor used on the waypointing screen) The map should be centred on the currently occupied trooper. Function In 3D ViewIn 3D View, + goto mode In 3D View + map In Waypoint viewInformation Map displaySelect 2D map overlay toggle` key (to the left of 1 on the main keyboard - whatever the key is called)` key (to the left of 1 on the main keyboard - whatever the key is called)` key (to the left of 1 on the main keyboard - whatever the key is called)` key (to the left of 1 on the main keyboard - whatever the key is called)Map Zoom inNum +Num +Map Zoom outNum -Num - (see waypointing section for map and overlay conventions). WAY-POINTING Waypoint allows the player to set a target on the map for his trooper(s) to go to. If the target is simply a part of the map, on arrival the troopers should go into guard mode. If the target is one of the enemy the troopers should attack Currently the suggested key is F10, but I think that this would be better access this screen by double clicking, or holding down, the same key used to access the 2D map mode. Quitting the waypoint screen should be possible by the following means: Clicking on the '2D map' key, in any way (single, double or held down) Jumping into a different trooper Function In 3D ViewIn 3D View, + goto mode In 3D View + map In Waypoint viewWaypoint modeToggle Entry/exit to Waypoint modeKey used for 2D map, but double clicked or held downKey used for 2D map, but double clicked or held downKey used or 2D map, but double clicked or held downKey used for 2D map, but double clicked or held downWhen way-pointing is active: The game continues running in real-time All ‘direct movement’ orders are unavailable All other direct orders should still be active. Screen layout  Changing State This screen should be playable in two states. Realtime: Where the game continues as normal in the background. Freezetime: Where the game and all object movement is frozen in whatever state it was when the player toggled into this state with the pause key. The Pause function key will be used to toggle between the two states. All trooper selections and orders work identically in both. The only difference being that no movement or trooper orders will be carried out until the player either toggles back into realtime, or exits back into First person. All trooper audio feedback, and trooper window visual feedback remains identical to in the 3D view. The state this screen is exited in (Freezetime or realtime) should be remembered, and when the waypointing screen is re-entered the same state should prevail, as should the waypoint screens zoom factor. Cursor shapes in the waypointing screen These should be identical in shape and meaning to those used in the standard 'goto' mode, with the addition of the ‘arrow’ cursor used to set the trooper facing at the end of a waypoint order. Object representation on the way-pointing screen Originally I eschewed colour coding the troopers. This has been overruled at the recent meeting, However I still think that this should be reconsidered, my reasons are as follows. Troopers on a different level will only be shown as grey, and therefore still need the numeric identifier to tell which is which. I think it’s easier to link each trooper to a number rather than a colour (after all the player is using the keys 1-4 and fkeys f1-f4 to select troopers and their views.) I’m not convinced that the colour trooper ‘flash’ will work, it currently looks appalling.(And think there are better solutions to trooper customisation). The player will still need to cross reference which colour is linked to which trooper. The numbers 1-4 are a natural progression, like reading left to right, drummed into everyone at school, and its natural to think of 3 being to the left of 2, and the right of 4. I don’t think that colours lend themselves to ordering in this way, and feel its not as intuitive. The extra colours used on the map screen make the layout more garish, and unattractive (ok, this is really just a personal opinion). I feel that colour on the map screen should be linked to specific information, and object type. All aliens = same colour, all troopers= same colour etc. Object representation on the way-pointing screenShapeTestObjectsProjectilesNot drawnObjectives (Including Patton set GIS waypoints)Objective box (preferably with label text) Colour as for objectiveIf once seen by any trooper, or If set as known position (either at start of mission or via a trigger), or If in line of sightObjective on a different level than currently selectedGrey, and dim version of Objective box.#If once seen by any trooper, or If set as known position (either at start of mission or via a trigger), or If in line of sightTrooperOpen circle: numbered 1-4 (arrow or line showing facing) Trooper 1: Trooper 2: Trooper 3: Trooper 4:NoneTrooper un-selected* my preferred optionBlue Open Circle: numbered 1-4 (arrow or line showing facing)NoneTrooper selected* Currently considered not neededCyan Open circle: numbered 1-4 (arrow or line showing facing)NoneTrooper on a different level than currently selectedGrey, and dim version of circle: numbered 1- 4. (arrow or line showing facing)#NoneAlien targets Should only be shown if in LOS and Alive, or within scanner range and moving.Alien (default)Green open triangle (no number)If alive and moving, otherwise they should fade from view.Sectopod, or other large mechanical deviceWider, and larger wedge shape, Yellow/green in colourIf active and moving, otherwise they should fade from view.Waypoint markersWaypoint (Current level)Small solid red diamond mark#If a delayed waypoint marker the colour should be a much darker red.Waypoint (Other level)Small solid grey diamond mark#If a delayed waypoint marker the colour should be a much darker grey.Waypoint line (current level)Solid, narrow, yellow line#If a delayed waypoint marker the colour should be a much darker red.Waypoint line (connecting to invalid waypoint)Red lineWaypoint line (other level)Solid, narrow, grey line#If a delayed waypoint marker the colour should be a much darker grey.Line Colour Conventions (needs retrofitting to maps)Artificial wallOrangeNatural wallGreen/brownWaterBlue lineDoor/moveryellowSwitchNot shownConsoleGreenObjectiveredSlope/stairsOrangeRaised platformOrange Cursor shapesWaypoint permissibleDiamond waypoint shapeWaypoint mode, and over a valid area on the map.(if possible)Waypoint illegalcross shape (X)Waypoint mode, and over an invalid part of the map (if possible)PointerArrowDefault if not in waypoint mode Map heightTrooper level Grey, and dim chevron: numbered 1- 4 ie. <1 <2 <3 <4Shows each troopers’ current map level on the right hand side of the elevation bar.Current map levelWhite, double chevron ie: <<Shows current map level on the right hand side of the elevation bar.Map section visible lineYellowOn left and bottom of screen, showing which portion of the map is actually visable.Waypoint Map manipulation The map should auto scroll if the cursor gets within 16 pixels of the edge. Manipulate MapZoom in /Zoom out (Using Keypad) Zoom in and out should be by simply doubling, or halving ,the scale. KeyDescriptionWorld units‘+’ zooms inMaximum zoom in extent screen width2048 *‘-‘ zooms out.Maximum zoom out extent screen width16384 ** This may change with playtesting. Scroll map (Using cursor keys) The map should not scroll beyond the bounding box that defines the drawn level geometry. This should stop the player getting lost on certain maps.Cursor keysDescriptionAmount moved‘(’ Scroll screen upwardsTBD‘(’ Scroll screen to rightTBD‘(’Scroll downwardsTBD‘(’scroll screen to the leftTBD Page up/down a level (Using Pgup / PgDn keys) The map should not scroll beyond the bounding box that defines the drawn level geometry. This should stop the player getting lost on certain maps. KeyDescriptionAmount moved‘PgUp’ Page up to next map levelTo the next level above the current one.*‘PgDn’ Page down to next map levelTo the next level below the current one.**It might be worth checking if what the next drawn level above or below actually is, and if a part of it would actually be seen on screen were it to be drawn. If so the level could be said to be ‘drawable’. PgUP / PgDn could then: Go to the next ‘drawable level’ If no ‘drawable part of the level’ then stay on the current level. This would also stop players getting lost on large multi-height maps.Selecting Troopers Troopers are selected in the same way as everywhere else, by pressing the appropriate 'Trooper direct order selection' keys. NB.I don’t consider that selecting troopers, by dragging a box around those required, particularly useful. The player only has a maximum of four troopers, and we are discussing the possibility of reducing this to three, so it seems a bit of overkill. Giving a waypoint order The waypoint order system is activated either by using the ‘goto’ function key, or by selecting one or more troopers (all defaults are the same as for the goto mode). If possible, once in waypoint mode, the cursor should change to the diamond cursor if the Cursor is over a valid part of the map, or a ‘X’ if it is over an invalid part of the map. If not currently in waypoint mode, it should be possible to LMB click and drag, on a waypoint in a previously created waypoint list, to move it to a new position. If the ‘delay order’ function key is pressed (currently shift) when the last waypoint is placed it should cause the waypoint to not activate immediately, but wait for the ‘go’ command. Placing the first waypoint This section is now not applicable The first waypoint dictates if the complete waypoint order is to be acted on immediately, or delayed. If the first waypoint is a LMB click, then the waypoint order will be carried out immediately the order is completed by placing the last waypoint. If the first waypoint is a RMB click then this should instruct the system that once completed the order requires a further ’GO’ order before starting the trooper along the waypoint list. Waypoint checking Waypoints should be checked to ensure that they are valid targets for the troopers. A valid waypoint is one which can be reached by a trooper, and invalid one is either off the map or otherwise inaccessible. Attempting to set an invalid waypoint should: Change the cursor to show that the waypoint is invalid Colour the ‘elastic band’ line to that waypoint red Give a dull ‘error beep’ as audio feedback Attempting to move an existing waypoint to an invalid point should: Change the cursor to show that the waypoint is invalid Colour any ‘elastic band’ lines connected to the that waypoint line red. Give a dull ‘error beep’ as audio feedback Snap the waypoint back to it’s previous position. (Alternatively, and preferably) an RMB could perform this function) Placing remaining waypoints Each successive waypoint is placed with a LMB click. The current cursor position should be joined to the last waypoint by a 'rubber band' line. This continues until either: The tenth waypoint is placed A waypoint is clicked and dragged A waypoint is placed on an existing waypoint Trooper selection is changed (ie one or more troopers are selected or deselected) This would complete the existing waypoint order, and start another. All the above signify the last waypoint (see below) Cancelling waypoints (Undo) If RMB click is given at any time after a waypoint has been started it should cancel the previous waypoint. (If only one waypoint has been placed, this will have the effect of cancelling the order, but it should not cancel the trooper selection) This action should also be doubled up on a keyboard key, default should be the backspace key. Last Waypoint If the last waypoint is placed, or confirmed, while the ‘Delayed action’ function key is held down, then the order should be delayed until the ‘go’ order is issued. The following is not to be currently implemented The actions the trooper(s) carry out at the last waypoint depends on what that wayoint is: Exact actions depend on what action fixed the last waypoint. If the last waypoint is created by placing the 10th waypoint The facing arrow should appear, and point towards the mouse cursor. If the next action is a LMB click, this will set the trooper facing using the arrows direction If the action is a RMB, then this should make the AI decide on the trooper(s) eventual facing. If the final waypoint is clicked and dragged. Then the direction of the mouse move should be taken as the direction the player wishes the trooper(s) to face in at the conclusion of waypointing. If the cursor was clicked on an existing waypoint (within the same waypoint list) If the last waypoint is over the penultimate waypoint, then this should simply make the AI decide on the trooper(s) eventual facing and end the waypoint instruction. If the last waypoint click is over any other waypoint then it should make a ‘patrol path’ out of the pinched out loop, which the trooper will repeat until told otherwise. Patrol Path examples:  In all cases, if the final waypoint is not a ‘patrol path’, and the direction has been manually set, this direction should be shown as a short ‘spur’ sticking out from the last waypoint. Maximum waypoint There should be a maximum number of 10 waypoints that can be set. Provision must be available for a different set of 10 waypoints for each trooper. Delaying an action While it is possible to pause the game so that the player can set up ambushes, and fairly complex routing, to be carried out simultaneously, this will obviously not be possible in multiplayer games. It should therefore be possible to delay waypoint instructions until a ‘go’ key is pressed, in exactly the same way as for he goto mode. Whether an action is carried out immediately or not will depend on whether the ‘delayed action’ function key was pressed at the end of the waypoint order. No longer applicable As in the ‘goto’ mode a LMB would signify ‘do it now’, while a RMB would signify ‘do it later, when the ‘GO’ command is issued’. Actions en route Since the waypointing can be viewed as a variation of the ‘goto’ mode, it should be possible to issue waypoints with the same instructions as in a standard goto. It would however be prudent to limit what actions can actually be carried out from this screen simply to avoid cluttering the view. I would suggest that orders should be limited to movement, and attacking the enemy, since putting switches and pickups on the waypoint screen diminishes the first person exploration aspects of the game. An enemy/neutral creature (Only creatures visible to a trooper, or from the motion detector should be visible). Clicking on an enemy should instruct those tied to the waypoint list to attack the creature after leaving the previous waypoint. Should the troopers lose track of the creature, they should default to simply using the enemies ‘original’ coordinates (ie those it had when the waypoint was established). Losing track should be defined as: Target moves out of sight (of troopers and scope) for more than 20 seconds Target already dead A trooper. Clicking on this should instruct those tied to the waypoint list to simply go to a point as close to that trooper as possible. An in-game switch These should not be shown in the waypointing screen An in-game collectable object These should not be shown in the waypointing screen Geometry only (Where a goto marker can be placed) I know that the following two are problematic, and will probably not be differentiated, but they are the ideal refinement, and will be of more use on the way-pointing screen An accessible piece of geometry ( A location where a trooper can walk to) An inaccessible piece of geometry ( A location where a trooper can not walk to) Storing of Waypoint instructions If a player is given a delayed instruction, or waypoint instruction, and then is told to do something else (Guard, Join on me or formation order), the old order should still be stored and not overwritten. Should the player issue that trooper with a ‘GO’ command that old order should be re-activated. Existing Delayed and waypoint orders are only overridden, or cleared when: A new delayed or waypoint order is given to the trooper(s) The waypoint order or delayed action is completed. No longer applicable (The exception being waypointing, where the waypoint loops into a patrol path) This will enable the player to easily, and temporally, override an order, and re-instate that order with minimum fuss. Manually Overriding Delayed/Stored Orders (This bit repeated from GOTO mode) Any new order should override an existing order. If the new order overrides an immediate order, the previous order should be simply canceled in favor of the new one. If the new order overrides a delayed/stored order (or waypoint order), that is in the process of being carried out, the new order should have precedence, and the delayed/stored order should be put on hold until the player re-issues the ‘GO’ command. Troopers should not automatically re-start stored orders. Automatically Overriding Delayed/Stored orders This needs to be looked at, I suspect that it isn’t required for the goto mode, but would be needed for waypointing.(as follows) If the trooper firing restrictions are set to ‘hold fire’ then the trooper should respond to any enemy threat along his waypoint list in the following manner: Notifying the player that the enemy was being encountered. If the enemy don’t react to the trooper Trooper should continue along waypoint list. If the enemy are attacking the trooper. Notifying the player that he is under attack, and asking if he should return fire. If the answer to the request to return fire is affirmative: Putting the waypoint list on hold Change firing restrictions to ‘fire at will’ Notifying the player that he is engaging the enemy. Attacking the target. If all the attacking enemy are killed: Notifying the player that he has destroyed the opposition, and is about to resume waypointing. Resetting the firing restrictions to ‘hold fire’ Returning to the waypoint list from the point where he left off. If the answer to the request to return fire is negative. Return to the waypoint list from the point where left off. (The trooper will need preventing from repeatedly asking to return fire, but this shouldn’t prevent him from asking again if his condition deteriorates sufficiently ..exact details to de determined) If the trooper firing restrictions aren’t set to ‘hold fire’, and attack restrictions are set to ‘fire at will’, then the trooper should respond to any enemy threat along his waypoint list. This will involve: Notifying the player that the enemy was being encountered. Putting the waypoint list on hold Notifying the player that he is engaging the enemy. Attacking the target. If the enemy is killed: Notifying the player that he has destroyed the opposition, and is about to resume waypointing. Returning to the waypoint list from the point where he left off. Waypoint Screen Key Functions Function In 3D ViewIn 3D View, + goto mode In 3D View + map In Waypoint viewToggle - Selects/deselects Trooper 11 1 11Toggle - Selects/deselects Trooper 22222Toggle - Selects/deselects Trooper 33333Toggle - Selects/deselects Trooper 44444Toggle - Selects/deselects All Troopers5555Toggles between Realtime and freezetime (pause) modePausePausePausePauseMap Zoom inNum +Num +Map Zoom outNum -Num -Scroll screen upwards‘(’ Scroll screen to right‘(’ Scroll downwards‘(’scroll screen to the left‘(’Page up to next map level‘PgUp’ Page down to next map level‘PgDn’ GO - Activate all delayed ordersTabTabTabTabPlace waypoint/goto point (if troopers selected)LMBLMBLMBMouse Keys (Before placing first waypoint)Place first waypoint for immediate actionLMBPlace first waypoint for delayed actionRMBMouse Keys (After placing first waypoint)Place next waypoint LMBUndo last waypoint RMB Player direct movement control As with all 1st person games there are a number of functions for directly controlling the players current character which are rarely all used by the same player. The engine already allows for all these, and they are included here merely for completeness. These should be disabled if the waypointing screen is active. Function In 3D ViewIn 3D View, + goto mode In 3D View + map In Waypoint viewPlayer direct controlFireLMBLMBLMBAlternative FireRMBRMBRMBMouse LookCaps lockCaps LockCaps LockJumpSpaceSpaceSpaceMove forwardMouse: (Mouse: (Mouse: (Move backwardsMouse: (Mouse: (Mouse: (Move Left(((Move right(((Turn leftMouseMouseMouseTurn rightMouseMouseMouseStrafeStrafe leftStrafe rightActivate (Manual switches)EnterEnterEnterLook downCentre viewLook upDuck (crouch)CCC Main trooper commands (Standing orders) There is currently no way of telling what command a trooper is actually obeying, its up to the player to remember what order he last issued to each of his troopers. Similarly the problem of controlling which weapons a trooper will use at any one time have not yet been addressed. (eg, use of grenades, or heavy weapons), and I consider it would be foolhardy to rely on the AI to make these decisions for the player, again there is still no obvious facility for showing what restrictions or weapons a trooper is using. I find this a little awkward, and counter intuitive. The only answer is to increase the amount of information being shown on the 'Trooper info bar' (see later section). Apart from the waypointing, and Goto mode already outlined, Trooper control breaks down into the following categories: Trooper Movement restrictions Attack restrictions (what to attack, and how) Firing restrictions (what weapon to use) Object manipulation commands Trooper movement restrictions There's only really one main restriction. ‘Guard’ Guard merely instructs the trooper to stay where he is, it doesn't override any other instructions the player may have given the trooper. If a trooper is following a waypoint, or delayed action, and is told to guard an area, the old waypoint or delayed action should be 'remembered'. Issuing the 'Go' command again should reinstate the original command, which should pick up where it left off. (Any new delayed action or waypoint order would obviously overwrite this) Function In 3D ViewIn 3D View, + goto mode In 3D View + map In Waypoint viewPlayer direct controlGuardGGGG There are many ways of cancelling 'Guard': A join on me instruction (implying join on me, but let the Ai work out the best relative position) A formation instruction (implying join on me in this formation) A waypoint instruction A direct order using the goto command Join on me This is the easiest way for the player to control a trooper, or cancel the Guard order, and should remain largely as currently implemented, but with the following additions: Join on me issued specifically to a trooper ignoring group orders should also have the effect of instructing him to start receiving group orders from now on. Join on me should also have the effect of cancelling any formation orders, and put trooper positioning totally under AI control. Function In 3D ViewIn 3D View, + goto mode In 3D View + map In Waypoint viewPlayer direct controlJoin on meJJJJ Attack restrictions (what to attack, and how) Fire at will Function In 3D ViewIn 3D View, + goto mode In 3D View + map In Waypoint viewPlayer direct controlFire at willFFFF Instructs the AI to choose the target. Troopers should fire first as soon as they see an enemy If the troopers are not in guard mode, they may pursue their target Shoot if appropriate This state should be eliminated, I feel it is too subtly different from the fire at will to be of any real use. Function In 3D ViewIn 3D View, + goto mode In 3D View + map In Waypoint viewPlayer direct controlShoot if appropriateSSSS Instructs the AI to choose the target Troopers should not fire first. Troopers should not move to pursue their target (unless they are moving with the player) Attack my target (or ‘Concentrate fire’) Function In 3D ViewIn 3D View, + goto mode In 3D View + map In Waypoint viewPlayer direct controlAttack my targetAAAA Instructs the AI to fire at latest enemy that the player has shot at. Troopers should not shoot until the player has shot first Hide (Take Cover) Function In 3D ViewIn 3D View, + goto mode In 3D View + map In Waypoint viewPlayer direct controlLets rockHHHH Instructs the trooper(s) to immediately look for a strategic point nearby and get to it. (This will require the addition of a simpler, and more common strategic point system) Once there they should go into guard mode They should also be in fire at will mode Lets Rock Function In 3D ViewIn 3D View, + goto mode In 3D View + map In Waypoint viewPlayer direct controlLets rockCtrlCtrlCtrlCtrl This is effectively a macro key, which does multiple things, all of which could be done separately. All troopers select their most powerful weapons. All selected troopers (defaults to all) go into 'fire at will' mode Hitting the 'lets rock' key when already in that state should cancel the state, and return each trooper(s) commands , and weapon selections, to what they were before. Firing restrictions (weapons) Firing restrictions are important to help the player manage his troopers' inventory, and restrict the use of 'noisy' weaponry when it might alert the enemy. Firing restrictions need to be specific to an individual trooper, and need to be shown on the troopers information bar. The bar will need a small amount of re-design to compensate. (see Trooper Info Bar) Ideally all fire restriction keys should be arranged on the keyboard together so as to form a cline. Firing restrictions exist in parallel alongside all the other orders, and are constantly in force. Hold fire Function In 3D ViewIn 3D View, + goto modeIn 3D View + map In Way-point viewPlayer direct controlHold fireAltGrAltGrAltGrAltGr While this restriction is in place: The trooper will use no weapons. Units with this order will not fire on a valid target, until they receive new orders. Audio cues will alert the player if the unit starts to receive damage. Units will 'request' a change of order, which can simply be affirmed with the 'affirmative' command. Affirming a change of restriction will lead to the trooper having the restriction 'restricted fire'. It will be represented by an appropriate icon overlay. Restricted fire! Use only the weapon specified. Function In 3D ViewIn 3D View, + goto modeIn 3D View + map In Way-point viewPlayer direct controlRestricted firewindowswindowswindowswindows While this restriction is in place: The trooper will only use the weapon indicated on the trooper information bar. Units with this order will fire and react to the enemy as specified by their other orders. Units will 'request' a change of order, or weapon if they run out of ammunition appropriate to the selected weapon. Affirming a change of restriction will lead to the trooper having the restriction 'un-restricted fire'. It will be represented by an appropriate icon overlay. Unrestricted fire! ie. No weapon restrictions Function In 3D ViewIn 3D View, + goto modeIn 3D View + map In Way-point viewPlayer direct controlUnrestricted fireMenuMenuMenuMenu While this restriction is in place: The trooper will only use whatever weapon seems appropriate to the AI. Changing weapons automatically if running out of ammunition. Units with this order will fire and react to the enemy as specified by their other orders. It will be represented by an appropriate icon overlay. Object Manipulation Commands Giving manipulation commands to other troopers It should be possible to give all these orders to the other troopers as well as to the currently occupied trooper. This would then open up lots of possibilities. If we assume that the default trooper selection for these orders is just the currently occupied trooper, and not all troopers, then we can also apply these commands to the other troopers as well by selecting the target trooper(s) before clicking on a key. There are a few small differences to the way things work, but in context I think it's acceptable, after all they all apply to inventory manipulation, and not to movement. Cycle through inventory list Function In 3D ViewIn 3D View, + goto modeIn 3D View + map In Way-point viewPlayer direct controlCycle forward through inventory list[[[[Cycle backwards through inventory list]]]] The inventory list will actually be split up into 3 sections. Weapons Other inventory items Psionics (wraith only) The 'cycle through' function only cycles through the currently selected section. Currently Occupied trooper [ Cycles forward, ] cycles backwards through the current section, as at present. Applied to other troopers Only the Weapon section is of any interest, and that should not contain many weapons if we take the route already discussed about simplifying trooper inventories. The chances are that the average trooper will only have a primamry and a secondary weapon, and a few grenades. Normally pressing any key in 'goto' mode would cancel that mode, he [ ] keys need to be exempt from this so that the player can keep cycling through weapons until he arrives at what he wants for each trooper. Alternative inventory category Function In 3D ViewIn 3D View, + goto modeIn 3D View + map In Way-point viewPlayer direct controlAlternative inventory category####Currently Occupied trooper Toggles between all three categories. Weapons Other inventory items Psionics (wraith only) Each category should have its own pointer, so that returning to a category will leave the player with his last selection from that category. Applied to other troopers This doesn't apply since we are only concerned with manually manipulating the troopers weapons, and they don't have psionic powers Drop / Throw currently held object Function In 3D ViewIn 3D View, + goto modeIn 3D View + map In Way-point viewPlayer direct controlDrop/ThrowPPPP Currently Occupied trooper The item currently held should be discarded, but how it is discarded should depend on how long the mouse button is held down. A quick click and it should be dropped at the feet of the trooper. If the key is held down, it should be 'thrown' with the velocity and pitch related to the length of time the key was held down. To help the player visualise this action a small power bar (a simple linear one will suffice) should be present overlaying the bottom-right part of the screen. This power bar should gradually fill up over a period of about a second or so. (If it reaches the end of the bar, the item is flung with full force.) The same bar will also be needed for feedback when using grenades. Applied to other troopers In a similar way the player should be able to manipulate the other troopers, and get them to leave weapons lying around. Light Function In 3D ViewIn 3D View, + goto modeIn 3D View + map In Way-point viewPlayer direct controlLight toggleLLLL Same as now, toggles the light on and off for the selected troopers. Arming/Inventory screen Function In 3D ViewIn 3D View, + goto modeIn 3D View + map In Way-point viewPlayer direct controlArming/Inventory screen' (@)'(@)'(@)'(@) This should toggle the arming and inventory screen. (TBD) Other Commands Activate Function In 3D ViewIn 3D View, + goto mode In 3D View + map In Waypoint viewDirect OrderActivateEnterEnterEnterEnter This operates as at present, allowing items and switches to be manually activated, rather than by proximity. Affirmative commands Function In 3D ViewIn 3D View, + goto mode In 3D View + map In Waypoint viewDirect OrderAffirmativeYYYYNegativeNNNN If a trooper requests permission to carry out an action, permission can be granted by pressing the affirmative key, or refused by pressing the negative key. If an action is 'affirmed' the proposed course of action will be carried out. If the action is refused the trooper should not ask again until specific conditions have been met. These conditions will vary with the type of action. Gamma Function In 3D ViewIn 3D View, + goto mode In 3D View + map In Waypoint viewDirect OrderGammaF10F10F10F10 This merely toggles through the gamma settings as at present Quit options Function In 3D ViewIn 3D View, + goto mode In 3D View + map In Waypoint viewDirect OrderQuit optionsEscEsc EscEsc This should bring up in game options menu. Go Function In 3D ViewIn 3D View, + goto mode In 3D View + map In Waypoint viewDirect OrderGoTabTab TabTab This order should activate all delayed orders for the selected trooper(s) or all troopers as default, if no specific troopers are selected. As a secondary function it should also be used to restart delayed, or waypoint, orders after they have been interrupted. Action should then progress from where the action previously stopped. Ignore group command More or less as currently implemented. Function In 3D ViewIn 3D View, + goto mode In 3D View + map In Waypoint viewDirect OrderOrder trooper to ignore further 'group commandsI I 11Order trooper to receive further 'group commandsR R RR Once given an 'ignore group command', the trooper(s) should not obey any command which is not specifically aimed at them. Troopers should remain flagged as 'Ignoring group commands' until either they are given a specific order to 'receive group commands', or the selected troopers are given a 'join on me command'. Re-equip/balance Inventory command Function In 3D ViewIn 3D View, + goto mode In 3D View + map In Waypoint viewDirect OrderBalance inventoryBB BB This order causes the troopers to balance their inventories so as to make up for losses due to combat. All selected troopers (or all troopers if no specific selection is carried out) will attempt to balance inventories if they are within 256 world units of each other. * This range will need playtesting. At the end of the command troopers should be returned into the mode they were in before Re-equip was called Making up groups. It will probably be necessary to figure out how separated the troopers are by trying to 'group' them together. If a trooper is too far distant from another it will not be possible to include it in a group. Feedback will report on the following. Individual Trooper too distant All troopers too distant. See trooper speech. (TBD) Dividing up Consumables. Consumables are defined as anything that gets used up in the course of a mission. Ammo, grenades, medikit charges. For each 'Group' of troopers defined above. If there is more than 1 trooper in a group. For each type of consumable Identify the trooper with the largest value Add up all values Divide by the number of troopers who can use this consumable. Give the modulus part of this number to each player who can use this consumable.(providing there is space in the trooper’s inventory) Give the remainder to either the player (if he can make use of this consumable), or whichever trooper had the largest value initially.(again depending on inventory space) If any left over give at random to any tooper in the group who has inventory space, and can use that consumable. Repeat until all consumables have been balanced. Checking if a consumable is useable by a trooper should simply be: If medikit present the trooper can use medikit charges. If weapon present, trooper can use weapon charges or ammo. Individual items should be balanceable only if there is inventory space. A check on various consumables should be kept to see what has been balanced. In particular it would be useful to know: Have the troopers inventories changed. Have grenades been balanced, are there any left within the group? Has ammo been balanced? Have the medikit charges been balanced? Feedback will report on the following. All troopers successfully re-equipped themselves. Individual troopers successfully re-equipped themselves. No troopers re-equipped due to no need. No troopers re-equipped due to lack of consumables. See trooper speech (TBD) 'Trooper info bar' There are a few extra pieces of information that need to be added to the trooper info bar:  EMBED Word.Picture.6  Currently 'held' weapon. This doesn't include all inventory items, but only weapons. Troopers should be assumed to use other inventory items automatically as they see fit. If the borders and background to the present information was modified slightly, with no change in position, there would be space for a slightly cropped picture of each weapon the same size as is currently used in the front end inventory. This would be enough to identify what weapon was being used. The graphic would need to have its colour and contrast modified to make it a suitable background for the overlaying text. This graphic merely needs to act as a mnemonic for the player. (See the 'Inventory commands' section for details on controlling other troopers inventories.) Current trooper 'Standing order' This represents a mnemonic to remind the player of what standing orders each trooper is currently obeying. The icon should be designed so that the current firing description 'icon' can 'piggy-back' on it. NB this is currently the location of the motion-tracker light. I have removed this indicator because I know of no-one who actually takes notice of it. Trooper audio messages will alert the player of any impending alien encounters, and it's far better to have no idea of if an alien is around the next corner or not anyway. If needed I'm sure room could be found for it, but the above information is more important. Current trooper firing restriction In order to keep the design uncluttered this could be represented by a 'piggy-back' icon on the trooper standing order icon. By doing it this way it shows that the firing restriction is actually 'modifying' the standing order. The letter 'H' could refer to Hold fire, while 'R' could refer to restricted fire. Unrestricted fire would then need no icon. Different sized icons are used in this way because of the relative importance of the information being imparted. Alternatively a diagonal bar through the weapon could indicate hold fire, and a small padlock symbol used to indicate restricted fire (ie. Weapon locked!). 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NB.If letter's are used then localisation will need to keep this in mind and appropriate letter mnemonics used for foreign language versions. Please note that this is not a full design revision as there are other issues, which I am currently looking at, to be resolved before that can be carried out. Stealth in the game Do we want to have a trade off against speed and noise? My view has alternated on this point several times since it’s obvious that nobody ever wants to make a noise in the game. Players will always move about at maximum speed. Players will get frustrated if the trooper speeds are reduced. (This has a knock on effect for fatigue in the game) The assumption should be that the troopers move quietly, and that it's then up to the player to not alert the enemy by : Setting off large explosions, or traps Leaving bodies lying around. Allowing the enemy to get away and raise an alarm of reinforcements Anything more is probably a needless complication. XCOM ALLIANCE  FILENAME \* MERGEFORMAT control methodsupdatever2.doc  PAGE \* MERGEFORMAT 46 /  NUMPAGES \* MERGEFORMAT 46 Terry Greer © 1998 Microprose Ltd.  DATE \* MERGEFORMAT 03/12/98 Occupied trooper Near relative positions Far relative positions 1 3 1 2 4 3 1 2 4 3 1 2 4 3 2 4 Occupied trooper Near relative positions Far relative positions Implementation deemed unnecessary It would be useful however to have some indications as to which part of the map is being viewed. A scaled line be visible at the bottom and left showing which portion of the map is visible (much like in a standard windows window) The map height of the troopers, and the current map view need to be shown. This should be shown as a series of chevrons down the right hand side of the screen overlaying the ‘Elevation elements’ of the normal trooper HUD. The other parts of the hud (Pitch and yaw are meaningless in this context and should not be used. <1 << 1 5 4 3 2+6 Initial waypoints ‘Pinched off’ Patrol loop 1+3 2 Initial waypoints ‘Pinched off’ Patrol loop 320 Currently held weapon Current trooper 'standing order' Currently trooper firing restriction Current weapon ammo (as at present) Trooper name (as at present) Health and Psi power bars �™ ¤ƒ.¥ÈA¦§¨ © ª��« ��¤ƒ.¥ÈA¦Š§¨ © ª��« ��¤ƒ.¥ÈA¦Š§¨ © ª��« ��¤ƒ.¥ÈA¦§¨ © ª��« ��¤ƒ.¥ÈA¦§¨ © ª��« ��¤ƒ.¥ÈA¦§¨ © ª��« ��¢¤ÈA¥ƒ.¦ § ¨ü©ª��« ��¤ƒ.¥ÈA¦§ü¨ © ª��« ��¤ƒ.¥ÈA¦§¨ © ª��« �������������������¤ƒ.¥ÈA¦§¨ © ª��« ��¤ƒ.¥ÈA¦§¨ © ª��« ��¤ƒ.¥ÈA¦§¨ © ª��« ��¤ƒ.¥ÈA¦§¨ © ª��« ��¤ƒ.¥ÈA¦§¨ © ª��« ��¤ƒ.¥ÈA¦§¨ © ª��« ��¤ƒ.¥ÈA¦§¨ © ª��« ��¤ƒ.¥ÈA¦§¨ © ª��« ��¤ƒ.¥ÈA¦§¨ü© ª��« ��¤ƒ.¥ÈA¦§¨ü© ª��« ��¤ƒ.¥ÈA¦§¨ü© ª��« ��¤ƒ.¥ÈA¦§¨ © ª��« �t��`0��V^��‰  �$�0‘�‘����� ���ÿÿÿ�ÿ������K�2�$�8‘�‘����� ���ÿÿÿ�ÿÿ�����K�2�$�X8‘�‘����� ���ÿÿÿ�ÿ������K�2�$�¸8‘�‘����� ���ÿÿÿ�ÿ������K�2�$�X@‘�‘����� 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trooper  GOTOBUTTON _Toc434291023  PAGEREF _Toc434291023 7 Trooper direct order selection  GOTOBUTTON _Toc434291024  PAGEREF _Toc434291024 8 Goto mode  GOTOBUTTON _Toc434291025  PAGEREF _Toc434291025 9 Activating the mode  GOTOBUTTON _Toc434291026  PAGEREF _Toc434291026 9 Mode ‘Options’  GOTOBUTTON _Toc434291027  PAGEREF _Toc434291027 10 Cursor 'Meaning' table  GOTOBUTTON _Toc434291028  PAGEREF _Toc434291028 11 Immediate action/Delay  GOTOBUTTON _Toc434291029  PAGEREF _Toc434291029 11 Quitting out of the mode  GOTOBUTTON _Toc434291030  PAGEREF _Toc434291030 12 Cancelling of Delayed/Stored Actions  GOTOBUTTON _Toc434291031  PAGEREF _Toc434291031 12 Verbal confirmation  GOTOBUTTON _Toc434291032  PAGEREF _Toc434291032 12 Manually Overriding Delayed/Stored Orders  GOTOBUTTON _Toc434291033  PAGEREF _Toc434291033 12 Automatically Overriding Delayed/Stored orders  GOTOBUTTON _Toc434291034  PAGEREF _Toc434291034 13 Facing (This section is to be ignored, and is left in only for completeness)  GOTOBUTTON _Toc434291035  PAGEREF _Toc434291035 13 Goto and Strategic points  GOTOBUTTON _Toc434291036  PAGEREF _Toc434291036 13 ‘Basic’ Examples  GOTOBUTTON _Toc434291037  PAGEREF _Toc434291037 13 Close proximity enhancement to goto mode  GOTOBUTTON _Toc434291038  PAGEREF _Toc434291038 14 Squad formations via numeric keypad  GOTOBUTTON _Toc434291039  PAGEREF _Toc434291039 15 Are squad formations necessary?  GOTOBUTTON _Toc434291040  PAGEREF _Toc434291040 15 Selecting troopers  GOTOBUTTON _Toc434291041  PAGEREF _Toc434291041 15 Giving troopers squad formations  GOTOBUTTON _Toc434291042  PAGEREF _Toc434291042 15 Default key setups  GOTOBUTTON _Toc434291043  PAGEREF _Toc434291043 16 Formations and Jumping between troopers  GOTOBUTTON _Toc434291044  PAGEREF _Toc434291044 18 Assigning multiple troopers to the same relative position  GOTOBUTTON _Toc434291045  PAGEREF _Toc434291045 18 Example use of Numeric keypad ordering  GOTOBUTTON _Toc434291046  PAGEREF _Toc434291046 19 Map Screen  GOTOBUTTON _Toc434291047  PAGEREF _Toc434291047 20 WAY-POINTING  GOTOBUTTON _Toc434291048  PAGEREF _Toc434291048 21 Screen layout  GOTOBUTTON _Toc434291049  PAGEREF _Toc434291049 21 Changing State  GOTOBUTTON _Toc434291050  PAGEREF _Toc434291050 22 Cursor shapes in the waypointing screen  GOTOBUTTON _Toc434291051  PAGEREF _Toc434291051 22 Object representation on the way-pointing screen  GOTOBUTTON _Toc434291052  PAGEREF _Toc434291052 22 Waypoint Map manipulation  GOTOBUTTON _Toc434291053  PAGEREF _Toc434291053 24 Selecting Troopers  GOTOBUTTON _Toc434291054  PAGEREF _Toc434291054 25 Giving a waypoint order  GOTOBUTTON _Toc434291055  PAGEREF _Toc434291055 25 Placing the first waypoint  GOTOBUTTON _Toc434291›#�Ì#�Í#�Î#�$�$�J$�…$�Î$�Ï$�%�F%�G%�n%�°%�È%�ð%�ñ%�&�J&�ƒ&�«&�ß&�à&�ù&�ú&�'�'�j'�k'�l'�m'�ß�z ð�Û�z Ù�z ð�Ù�z ð�Ù�z ð�ß�z ð�ß�z ð�ß�z ð�Ù�z ð�Ù�z ð�Ù�z ð�Ù�z ð�ß�z ð�ß�z ð�ß�z ð�ß�z ð�Ù�z ð�Ù�z ð�¸�z ð�¸�z ð�¸�z ð�¸�z ð�Ù�z ð�Ù�z ð�Ù�z ð�¶�z ÃÙ�z ð�Ù�z ð�Ù�z ð�Ù�z ð�Ù�z ð���������������������� �� åþ 4����ÿÿ���������.�������������������������������������( �� �� ëåþ 4ÿ�������������·�������������������������������m'�‰'�Š'�‹'�Œ'�'�Ž'�ª'�=(�>(�i)�j)�#*�%*�ƒ*�„*�¥*�+�+�s+�t+�³+�·,�-�-�7-�µ-�¶-�.�.�›.� /� /�©/�ª/�0�0�¥0�¦0�E1�Z1�’1� 2�ö�ddñ������ï�z ð�ï�z ð�ï�z ð�ï�z ð�ï�z ð�ï�z ð�ï�z ð�ï�z ð�ï�z ð�ï�z ð�ï�z ð�ï�z ð�ï�z ð�í�z ï�z ð�ï�z ð�ï�z ð�ï�z ð�ï�z ð�ï�z ð�ï�z ð�ï�z ð�í�z ï�z ð�ï�z ð�ï�z ð�ï�z ð�ï�z ð�ï�z ð�ï�z ð�ï�z ð�ï�z ð�ï�z ð�ï�z ð�ï�z ð�ï�z ð�ï�z ð�ë������ï�z ð�ï�z ð��������������Ø Èû� �� Ø Èû�1´�%* 2� 2�>2�²2�³2�,3�S3�p3�´3�µ3�è3�o4�p4�q4�º4�»4�¼4�Í4�å4�ü4�ý4�þ4��5�þ�z ð�þ�z ð�þ�z ð�þ�z ð�þ�z ð�Ù�z ð�Ù�z ð�Ù�z ð�·�z ð�–�z ð�Œ�z ZŠ�z 8þ������€�z Ø�þ������þ������þ�œÀ�þ�œÀ�þ�œÀ�þ�œÀ�þ������þ�ü�ð����������� �óü& �‚#���� �Mý( �î(#� �� 4ÿ�������������·��������������������������������S���!��S 4ÿ�������������·��������������������������������S��$�� nåþ 4ÿ�������������·��������������������������������S������5�5�5�5�5�5� 5� 5� 5� 5�5�5�5�5�5�5�5�5�5�5�5�5�!5�"5�$5�%5�'5�(5�*5�+5�-5�.5�?5�W5�n5�o5�‘5�ò5�w6�x6�y6�X7�Y7�»7�¼7�½7�þ������þ�ü�ð�þ������þ�ü�ð�þ������þ�ü�ð�þ������þ�ü�ð�þ������þ�ü�ð�þ������þ�ü�ð�þ������þ�ü�ð�þ������þ�ü�ð�þ������þ�ü�ð�þ������þ�ü�ð�þ������þ�ü�ð�þ������þ�ü�ð�þ������þ�ü�ð�þ������þ�ü�ð�þ������þ�ü�ð�þ������þ�œÀ�þ�œÀ�þ�œÀ�þ������ú�Að�ú�Að�ú�Að�þ�Að�þ������þ�x ð�þ�x ð�þ�x ð�þ�x ð�þ���������/�����-½7�À7�Á7�Ä7�Å7�Ç7�È7�Ê7�Ë7�Í7�Î7�Ð7�Ñ7�Õ7�Ö7�è7�é7�8�8�8� 8� 8� 8�8�8�98�:8�>8�?8�U8�V8�w8�x8�8�ž8�Â8�Ã8�Ñ8�á8�â8�ü8�ý8�þ8�þ�Œð�þ������þ�Dð�þ������þ�ü�ð�þ������þ�ü�ð�þ������þ�ü�ð�þ������þ�ü�ð�þ������þ�Ôð�þ������þ�¼ð�þ������þ�¼ð�þ������þ�Ôð�þ������þ�Ôð�þ������þ�¼ð�þ������þ�¼ð�þ������þ�2àþ������þ�ªð�þ������þ�Äð�þ������þ�§ð�þ������þ�ªð�þ������þ�àð�þ�àð�þ������þ�ªð�þ������þ��������������������������������������������������*þ8�ÿ8�ß�z ð������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������ �� 4ÿ�������������·��������������������������������S���)���K��������`ñÿ��Normal�����a �.�`��.� Heading 1�� ��ð�<�( ��Uc �k�*�`��*� Heading 2�� ��ð�<��U^c�� �`!�� � Heading 3�����^�c�� �`�� � Heading 4����(����^&�`��&� Heading 5����ð�<��]�c���������"�A`òÿ¡�"�Default Paragraph Font�����������,�þO��,�TITLE����&(�¥À��Uc`��(�þO�(�Picture credit� ���¥À��U(�`�(�Header����Óo#�c��0� `�"0�Footer���& �œ ��UZc���)`¢�1� Page Number����"�þoñÿB"�

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