amphibious embarking hexes

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Umeu
Posts: 193
Joined: Tue Dec 27, 2022 7:58 am

amphibious embarking hexes

Post by Umeu »

Can it please be made so the player can choose into which hex the amphibious transport spawns/embarks? On these tiny islands, it often spawns on the wrong side of where you want to go, and then it just means you are taking 1 more turn to reach your destination even though it logically could just as easily have embarked on the other side of the island...

This applies to all SC2 games, at least the ww2 ones which I have played, but it's extra vexing in WitP because there are no long range apmhibious landing transports.
Jack59
Posts: 41
Joined: Wed Jan 02, 2008 11:17 pm

Re: amphibious embarking hexes

Post by Jack59 »

Yes, and I have found a similar problem when debarking, found I was on the wrong side of a longer Island I wanted to invade. If I remember right, it I had problems to invade/debark on the port-side of the Island.
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Platoonist
Posts: 3042
Joined: Sun May 11, 2003 4:53 am
Location: Yoyodyne Propulsion Systems

Re: amphibious embarking hexes

Post by Platoonist »

Yeah, this embark issue has been a sore point oft raised in some previous threads. The developers have stated it's on the docket to be fixed at some point.

https://www.matrixgames.com/forums/view ... &p=5060857

https://www.matrixgames.com/forums/view ... &p=4562285

https://www.matrixgames.com/forums/view ... e0f71a0a6a
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