Shortcuts anyone?

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counting
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Re: Shortcuts anyone?

Post by counting »

Hotkeys will be most helpful once Capitalism can support multipleyers that's for sure :P I would even like to have hotkeys to add different units in 3x3 layout and linking between them. They would be most helpful in changing layout partially. Even just to bring up default User defined layout, or library of layout, which it's supposed to be quicker than just click through a lot of layers of selection, with only partial hotkeys.

For example a lot of time I don't bother go into the user-defined layout simply because the real hand movement isn't that much of a difference, when I memorized all layouts I used by heart.

The "faster way" using defined layout is : [moving your hand to F7, which usually far from normal typing area, press F7, move you mouse to pre-defined, click, move-back to selection menu, click, than use hotkey and then scroll, and double click again, move you mouse again to use, click, move to confirm screen and click OK]

The "original way" is : [double click in empty unit, and double click a unit function very close by, than the next, total 9 times, and establish links around the same area double clicks about 10 times]. A lot double clicks, but few wrist movement toward different target.

Obviously the use of hotkeys combined with mouse selection greatly increase input bandwidth, since you can use different hands, and many fingers. However the mixed of both isn't that of an improvement in saving actual game play time. UI can be streamlined to use keyboard mostly like F7, U(User pre-defined), select first product's first letter, second letter, etc, enter(choose), E(use), enter(comfirm). A lot lot faster and save actual game play time.

Although that being said, I suppose with increasing contents still being added over time, perhaps the UI streamline isn't that higher up in priority for design team. Or it could change a lot in the future and cause hotkeys conflict.
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Re: Shortcuts anyone?

Post by counting »

I just hope if all functions are hotkeyed with keyboard, we won't end up having a monstrosity combination keys like dwarf fortress :shock:
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Re: Shortcuts anyone?

Post by counting »

GUI is never Capitalism's strong suit. And most builder type game, don't bother with hotkeys and focus on pretty graphics. Capitalism is unique due to it's actually a lot closer to strategy games than builder games. A lot of decisions need to be made in order to progress further in game. Think about how high in RTS games where APM counts up to hundreds. Much is the same as Capitalism, so many "products" to produce with so many backbone infrastructures to build just to begin competing in market share, and continue these level of micros time after time through out the game. I think this is one of the reason why Capitalism game can last in hours and hours, not just because of the sandbox nature, but also the number of constant actions needed to progress. (Like my frozen chicken experiments also sound simple enough with just frozen chicken farms and supermarkets, and mostly running at 5 speed waiting, it's still take like an hour real time in setup and progress)

People using battlefield analog in businesses for good reason :lol:
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David
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Re: Shortcuts anyone?

Post by David »

Here is the list of existing shortcut keys for CapLab: http://www.capitalismlab.com/shortcut-keys.html

We are open to suggestions of new shortcut keys that will not require changing existing shortcut keys. (In other words, if a new shortcut key suggestion requires changing an existing shortcut key to another key, it is currently not being considered.)

For instance, we plan to add F10 key in a future version as a shortcut key for opening the Buy Land window.
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Re: Shortcuts anyone?

Post by counting »

There's a concept of combination hotkeys can be used to reduce hotkeys conflict. Like in RTS game, building a blacksmith, can be "B-B", the first "B" is for build, and the second "B" is when inside a build menu, it chooses "Blacksmith". And "B-A" can be "Building-Armory", "A" can still stands for "Attack when it's not in the "building" menu.

I think Capitalism can also use similar mechanism. Like building small factories. Can be "B-F-S", since players don't expect to see firm summary during building process, and or save the same in the middle of the build (unfinished building steps can't be saved anyway). This mechanism is quite common in most strategy games'. It could help creating more efficient and intuitive game play.
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Re: Shortcuts anyone?

Post by David »

I've forwarded your suggestions to the dev team. They are currently devising an optional system for enhanced shortcut keys and will integrate user ideas whichever they see fit.
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Re: Shortcuts anyone?

Post by David »

New shortcuts have been implemented in the latest post-release beta version 2.6.05, which can be downloaded from: http://www.capitalismlab.com/forum/view ... =10&t=2158
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