Currently at version 0.2.1 New command bar allow you to view current planets state and change the state. -Planetary Scouting reporting: Each planet has one of 5 states: unknow(initial),light,medium,heavy and empty. -Planet development reporting: Each planet has one of 4 states: unbuilt(initial), outpost, colony, coreworld -Hostile planet development: Likewise as planet development Changing a state is broadcast as a team message. This behaviour can be toggled off. Anyone else using this mod or uttering sentences that this mod recognises updates your states. Known limitations: black screen at start, landing hides the command bar and forgets information. ----- I have been playing some 5v5 shared teams. It would be cool if there were things that faciliate communication. What I did was announce key events that happens in the game. There are also many routine job division decision to do, such as who takes what planet. I would use the text channel to do this but lately it has been a rather big strain on my memory. I am throwing out what I want in hopes that it can be reduced to a good design that would serve multiple people / others would be willing to use it with me. Division of area Mainly i am thinking that you save an association who is the primary controller of an area. I am thinking as one person leading a planet in my asteroid map. Then when your view is within that persons area the name of the controller would be prominently displayed. You would have quick access to private chat with that guy and maybe pings only visible to the controller. Battle status Each area would have "occupation rating". Unknown, Empty, friendly occupied, hostile occupied and contested. Occupation would have three levels, light, substantial and fortified. There would be a annonucement when a new conflict starts. People could be assigned as primaries leading that combat. They would conclude in either "Area X was conquered" or "Area X fell". Scouting A player may be assigned scout duty either general or spesific areas. That job is to have a unit go check out an area labeled "unknown" and then label it a different occupation rating. When a move order was given it would show up as a box or ui item reading info like "Scouting of Xisho eta 50sec" where the eta would be the arrival time. If the eta would go 0 or negative. the box would be a different color indicating needing immidiet action. When a player views a planet/location it would show the history of that places occupation labels atleast the last change and how long ago was it. Maybe also tasks like "find the nuke silos / artillery" or "check factory distribution on base X". Colonization a player is assigned to turn an empty area into occupied. By default he becomes the controller of the new region and is reponsible for it's development. There would be a timer that shows when the last time that players attention was at that planet/area. The task box would be colored more brightly the more non-attention accumulates to the box. Alternatively an eta timer could be set. Task can also be given that the controller hood of the resultant place is freed to being grabable by other players. The intention is to inform the left hand what the right hand is doing. a couple of times I have built separate teleporters on planets etc. Eco balance A player may request that a spesific resource be upped. usually this is a "need more power". When this kind of request happens a player may announce that he grabs part of the responcibility to build more power. The game would have a completetion progress bar tracking how many power gens were constrcuted vs the amount demanded. There would also be eco goals such as "build halleys on planet A" or "have +40 mass production asap from this area" eco players could then estimate etas for them. There would also be request to keep radar on and warn of an expected stalling and request to turn off all secondary production (such as diverting all power to nukes). Reinforcements Some commander might be focused on battles and other on eco. Commanders on front line duty may request that a certain composition of troops be at certain future time at a spesific place. Eco commanders then can accept these requests. Has progress bar for units delivered. It can result in either delivery or failure (set manually by producer) or be deowned being up for a differnt producer to fullfill. For real smart functioning the front line commanders can start start consuming the units from the drop-off point before all units have been delivered but progress tracking still works. Also a guide to have telereinforments as well as astraus reinforcements (like those happen). They could also be announced by the producers in what they are going to build and the front liners can start to think how they are going to utilise them. Defences A player can spot a threat and create a defence task. For example seeing a bunch of hostile anchors and SXX be headed to a friendly planet. The task would notify the relevant area controller. Targets Maybe not a separate thing from defences. These task would be like "kill halleys on hostile planet B before they can annihilate". When a fighting drags on the front line comander may label his fronts fight as either "rolling", "holding" or "falling". Spare front line commanders would try to turn "falling" fronts into "holding". Front line commander could also have a separate arm of the command. For example that "Setasi ground" and "Setasi air" would have different primaries or "setasi west" and "setasi east". You would also have a priority list of nukeable and smashable sites. I site would have valuableness rating and obstruction rating. When a player notices anti-nukes they would be added as an obstruction rating, while players could maybe numerically value how juicy it would be for a nuke to land in that area. If a target is otherwise destroyed weakenedd it could be crossed off / made more uninteresting on the list. Then when a nuke silo is finished the nuker can refer to this list. It would also be used as a microfest where several commanders focus their attention to a wing of a formation to see a critical push go smoothly. Certain units would be the primary responcibility of certain player allowing each to focus on their slice of the battle. Missions You could select a group of units and label them as "don't you dare touch". If ever a player selects units with this label that another commander has set there would be a big notification about it and a shortkey to unselect all such units (with possibility ignore them and mess with them). When a player finds idle time he could just see what unowned tasks there are and own a couple more. It would also be a distributed way of coming up with a strategy. for example if two expansion task are created, a team member could reason that they can't do both safely and cancel the other. I thought that these could be simply be made by having standardised text displayed in team chat althoguth I am not sure whether that would be spammy. Would it remain an ui mod if you share hard data with your teammates? In many fps games there is button to call for medic or ammo and portal has neat little marker system to help reason about spatial puzzles without text. Anyone interested in using or making this kind of mod? I might get around it eventually but would rather do it so it can be used by someone other than me too.