1) Doesn't not help unless they are in the menu. This would also force players to click though the menu even when they can only afford one class.
2) State aware HUD indicators would help, we really need to find a good graphic designer to work on those. My idea so far is to put a crack on breakable objectives and padlock on objectives that you cannot use. I'm not sure how to emphasize the one you should be going for right now.
3) Missions. Proper use of ex_mission and the initial mission properties of ex_gameplay should already address this. Sadly people just don't read what you put in front of them, they just want to blat stuff.
4) HUD tip is a good idea, but i'm not sure how to manage it without looking like half-life. I was thinking of using the second light on the prop in some way to indicate progress or the locked state of the objective.
1. If you see an icon which is idfferent color then others and have a sign "not enough points" what is your thoughs? click it?
2. Just , please , add my suggestion , if you can . So players can see the objective the should capture and defend at the time , untill they capture next one. I saw many time when plaeyrs tryed to capture objects OUT of the queue
3. Missions shows current objective , not overall idea of the map , there is an objective on every map
like thunderhawk says tyranid that they should stop marines , usually that means to take back the objective , while they cant do that there.
4. Doesn't matter , we must tip it out , it could be anything , progress bar or the timer in the face