Forgive me if this has been done but the search found nothing so... I was wondering what types of new interface controls they could implement into StarCraft2. So if you have any information share it ;] But yea I was thinking they might need/have a few more avanced controls for example: Guard - they follow the unit and attack anything which threatens it. I know this may seem like cutting back on skill but it would be a nice replacement for the command were a unit follows the other, and it pisses me off when you accidently right click and the unit allows it's self to get attacked while doing nothing all cuz its set to follow the unit. I also remembered some controls in the game Star Wars Galatic Battleground, were there was Aggressive Stance (unit would pursue the enemy unit until it is dead or leaves the sight range, Passive Stance (unit would attack anything in it's sight range follow it for a short distance then return to the same position it was in before if the unit dies or leaves the sight range), someting where the unit becomes frozen in a way, so it didn't attack or chase enemies. They might even give each race personalized controls to suit them or allow the player to customize them who knows... I know some ideas will be cutting off micro aspects of the game but this helps on a medium kinda level. But yea just speculate on what kinda controls they could have or ideas you can think of.
Well if you are talking about unit stances, there is already a thread on it here: http://www.starcraft2forum.org/forums/index.php?topic=3258.0 I personally don't think that any new moves are really needed. Move, Attack, Patrol, Stop, and Hold Position are enough.
I'll read the question as asking about changes in the interface between SC1 and SC2. I don't think anyone has posted a thread concerning the actual differences yet. Note that, as far as we know, there will not be stances or customization, and the "move" command is still in. Changes seen at BlizzCon: -Unlimited unit selection -Multi-structure selection -Task distribution for commands issued to selected structures of the same type -Description of abilities/commands on mouse hover -Description of weapon/armor bonuses on mouse hover -Unit damage type displayed on unit frame. -Build times included with prices -Visual/clickable control group tabs -3D camera rotation and zooming -Construction waypoints -Special ability waypoints -Waypoint destination lines -Rally point lines -Construction limitation circle (for "town hall' structures, to judge proximity to resources) -Radius of effect indicators for area of effect abilities -"Floating" ability buttons/commands for groups (Stim Pack order can be issued even when the Marine is selected with Medics) -Hotkey for tech tree (this may have been BlizzCon-only) -Capacity bar on transports (I can't remember if this was on actual transports, but it was definitely on the CC) -Circle for Radar Tower's detection radius visible to all players Changes expected: Idle worker button If anyone thinks of any changes to the interface that I've missed, include them.
Thank you Neon :]. Oh yea I forgot about idle Worker button, they definitely need this as Star Wars was my first RTS I was used to the lil button blinking if a worker was idle so the transition to Sc confused me for a while. Also what about possible changes along the lines of unit controls? [offtopic] btw did anyone see in the Q&A where someone asked something like ''will critters attack units that come close'' and Blizzard reply ''no, that would make them Creeps'' anyone think they were hinting they are gonna add creatures that randomly move around the map which attack? [/offtopic]
As far as I've seen, beyond some stuff with waypoints and mouse-hover info, controls are the standard, move, attack-move, patrol, hold position, and stop. Units with new special abilities get buttons for those abilities, which is as close as it gets to new controls. -- I don't think that statement made any hints either way. It just clarified the definition of a creep against a critter. Basically, what they were saying was, "If there are units that wander around and attack, we don't call them critters, we call them creeps."