View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0013505 | The Last Federation | Gameplay Idea | Mar 28, 2014 3:58 pm | Apr 2, 2014 11:48 am | |
Reporter | Kuer | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | won't fix | ||
Product Version | 0.812 | ||||
Summary | 0013505: Combat - Movement command improvements | ||||
Description | Today, when I entered my first combat ever, my first thought was that moving in this simple fashion (one click, moves top speed until reaches then stops till end of turn) was going to get in the way. As it works now, I have ugly choices to make at every other move command. Either to move too far (out of range of my own weapons) to keep moving and dodging shots, or stop abruptly becoming an easy target, but within range of my guns. My first thought to improve this was to make move commands more fluid, it probably was yours too. Over the course of the day I had two (probably obvious) ideas to introduce fluidity in moving your flagship: * Shift-click to queue moves to move from one point to another. After the first order, the usual circle of movement range could shrink to the remaining range, centered at the selected location. This could possibly go on until the movement range is exhausted. * Free-form drawing of the move - dragging your mouse from the flagship, outlining the exact move the ship is going to make. I pictured the remaining move range shrinking as you draw, until it closes around your pointer indicating that you cannot go any further this turn. Just an hour ago I commented in support of issue 0013504. I think it's a good one as well. In fact, it fits well both with the way things work right now, and with the two suggestions outlined above. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
related to | 0013504 | closed | Chris_McElligottPark | Combat - make ship move slower |
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We've gone a different way with the movement in the last few versions, and the new system that we're putting in place in .816 improves on things further. As does the general balance of having larger ranges and thus more time to move away from shots, etc. Hopefully these things address your concerns without us having to get where the player has to make a ton of clicks per turn. My feeling is that if the player needs to make more than one click for movement during a turn, that is very much less than ideal, as it slows things down a lot. If you feel like there are still issues in the upcoming version, though, then please do start a forum thread so we can discuss that at more length with more of the players; we tend to get better discussions there when the issue is not a clear-cut thing to do. |
Date Modified | Username | Field | Change |
---|---|---|---|
Mar 28, 2014 3:58 pm | Kuer | New Issue | |
Mar 28, 2014 4:00 pm | Kuer | Description Updated | |
Mar 28, 2014 4:02 pm | Kuer | Description Updated | |
Mar 29, 2014 4:58 am | alocritani | Relationship added | related to 0013504 |
Apr 2, 2014 11:48 am | Chris_McElligottPark | Internal Weight | => New |
Apr 2, 2014 11:48 am | Chris_McElligottPark | Note Added: 0035442 | |
Apr 2, 2014 11:48 am | Chris_McElligottPark | Status | new => closed |
Apr 2, 2014 11:48 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 2, 2014 11:48 am | Chris_McElligottPark | Resolution | open => won't fix |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |