Movement test/confirm

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Movement test/confirm

Postby Manukai » Sat Nov 12, 2011 6:08 pm

This may have been suggested exactly or in a different form but, is it possible to implement a feature where you move your unit(s) and they actually move but do not reveal the fog of war? Then you click confirm once your unit is in place? This would save us from a lot of uncertainty when moving units.

Thanks
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Re: Movement test/confirm

Postby KGB » Sat Nov 12, 2011 9:34 pm

Manukai,

Not sure what you mean by 'actually move but do not reveal the fog of war'. How is that possible to be done?

For example imagine this (X is your unit, r = road you see, R = fogged Road, E = enemy unit, G = your destination):

XrrrRRERRRG.

How can you move to G without seeing R since you can't pass through enemy units?

Personally if you are having problems moving units where you want, get out of the 'double click' habit. I always click on a destination square once to see the move path (and whether I can reach my goal this turn/how far along I will move) and then use the Move button to do the actual move.

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Re: Movement test/confirm

Postby Manukai » Sat Nov 12, 2011 11:59 pm

I would think there would be a way to move your units without them being blocked by anything in the fog and without removing the fog. You would just see your units over the fog.

The problem isn't so much double clicking, it's pathing. Being able to see your units in their final position and knowing for sure that they will get there is extremely helpful.
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Re: Movement test/confirm

Postby KGB » Sun Nov 13, 2011 5:15 am

Manukai,

Have you turned on the option to show path movement points (once in a game under main, select settings)? Then it shows how many movement points you have left every step along the path. So when you reach 0, you can't reach that point. Further more, when you run out of moves to go another square (you need 4 but you only have 3) it greys out the path instead of showing it in black. That's the distance your unit can move.

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Re: Movement test/confirm

Postby Manukai » Sun Nov 13, 2011 7:00 pm

I have turned on the option to show path movement points.

A couple points.

A. Sometimes it's hard to tell in the fog if your 0 path point is grey or black in the fog. There have been numerous times I think I can make it to a castle in a turn only to be 1 tile short.

B. There have been times where I move an army only to find that for some unknown reason only one unit was selected and moves. If the rest of the units in that group don't have as many movement points the single unit will be on its own and the stack will be one short. It's especially bad when it's your hero. Now of course I can verify each turn that every unit in the stack is selected before moving. I have also seen where I've selected a number of units to move from a stack but left some unselected and some of the selected units move as expected but some of the selected units stay with the un-selected ones. This is obviously a bug.

C. It would be nice to be able to plan a turn in advance visually on the map. So, if I am able to move my unit(s) to their end point then lock that point and see where they could end up on their following move. This is an additional request contingent upon my first.

D. Instead of clicking once, then again on the tile to move maybe put a button to confirm the movement which could replace the second click, and place the confirm button in a different spot than that tile. This way no accidental double click movements would occur.

These suggestions, while not necessary, would help to eliminate frustrating mistakes.
Last edited by Manukai on Mon Nov 14, 2011 9:39 pm, edited 1 time in total.
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Re: Movement test/confirm

Postby Manukai » Mon Nov 14, 2011 4:47 pm

Another point.

E. While moving units through unfogged terrain the pathing system will show your path through enemy armies, but since you can not go through an enemy army without attacking it, and in a situation where you want to go around that army your pathing numbers are incorrect because you can not setup waypoints.
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Re: Movement test/confirm

Postby Manukai » Thu Nov 17, 2011 2:46 am

One last comment from me. In the game Laser Squad Nemesis you would get the option to "Test Orders". This was helpful because you could see exactly what would happen with your troops and eliminate error. This was especially helpful in LSN because you would throw grenades and fire lasers so you needed to know where things would go. It would serve the same purpose here, without the grenades, but those would be nice to have too :lol:
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Re: Movement test/confirm

Postby piranha » Thu Nov 17, 2011 6:30 am

Manukai: Do you mean a battle simulator where you can try different setups and see what happen?
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Re: Movement test/confirm

Postby Manukai » Thu Nov 17, 2011 5:30 pm

piranha wrote:Manukai: Do you mean a battle simulator where you can try different setups and see what happen?


No, just a way to visually see your units move to a location. Say for instance you want to move 5 units from different areas into the same spot. You select each unit to move to this spot, you visually see the units move there so you know 100% they get there, then you would click a "confirm" button which would actually execute the order. Until you click confirm you have the option to move those units back or somewhere else.

Testing in a battle simulator to see what would happen doesn't seem very fair as it takes risk out of the equation.
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Re: Movement test/confirm

Postby Yahtzee » Fri Nov 25, 2011 9:55 pm

Manukai wrote:I have turned on the option to show path movement points.

A couple points.

A. Sometimes it's hard to tell in the fog if your 0 path point is grey or black in the fog. There have been numerous times I think I can make it to a castle in a turn only to be 1 tile short.

B. There have been times where I move an army only to find that for some unknown reason only one unit was selected and moves. If the rest of the units in that group don't have as many movement points the single unit will be on its own and the stack will be one short. It's especially bad when it's your hero. Now of course I can verify each turn that every unit in the stack is selected before moving. I have also seen where I've selected a number of units to move from a stack but left some unselected and some of the selected units move as expected but some of the selected units stay with the un-selected ones. This is obviously a bug.

C. It would be nice to be able to plan a turn in advance visually on the map. So, if I am able to move my unit(s) to their end point then lock that point and see where they could end up on their following move. This is an additional request contingent upon my first.

D. Instead of clicking once, then again on the tile to move maybe put a button to confirm the movement which could replace the second click, and place the confirm button in a different spot than that tile. This way no accidental double click movements would occur.

These suggestions, while not necessary, would help to eliminate frustrating mistakes.


Most of these make sense. As for B, I've never had that happen where it wasn't human error and I've played quite a bit in the last month. Maybe I'm just lucky. And I really hope D isn't implemented. It's much easier to simply click the mouse again - more confirmations are just a hassle. Would be fine as an option for people that preferred it though.
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