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Suggestions

Posted: Thu May 10, 2012 9:51 am
by comsolut
Not sure where you want suggestions posted, but one I have is to be able to rotate the camera 90 degrees with one click. The right click and drag is difficult and for my style of play I usually just want to see the long axis of the game board horizontally and periodically switch to behind the troop view (the long axis then becomes vertical). A rotate 90 degrees would allow this quickly and simply.

RE: Suggestions

Posted: Thu May 10, 2012 9:55 am
by Bison36
Camera view/angle lock toggle option.

RE: Suggestions

Posted: Thu May 10, 2012 10:19 am
by tgb
Bases to make the sprites easier to see.

RE: Suggestions

Posted: Thu May 10, 2012 10:20 am
by raizer
audio prompt for when on line player joins your game f lobby

RE: Suggestions

Posted: Thu May 10, 2012 10:40 am
by hugi
Faster camera movements.

Better highlight which unit is activated. The 3d units are a little bit highlighted but the tokens not. The units name (n button) are also highlighted, but sometimes I have to search what my enemy do or did.

Option to calculate / see the LOS from every hex.

RE: Suggestions

Posted: Thu May 10, 2012 11:46 am
by comsolut
Being able to do setup in top down camera mode.

RE: Suggestions

Posted: Thu May 10, 2012 12:03 pm
by wodin
ORIGINAL: tgb

Bases to make the sprites easier to see.
Be a man use counters\chits ;)

RE: Suggestions

Posted: Thu May 10, 2012 12:06 pm
by major.pain
Cycling through units with +/- or side mouse buttons have the camera scroll automatically to each unit being cycled to.

When a unit is being transported have the transported units icon or type appear with the information on the bottom left interface as the half size chit representing the transported unit is to small to see without zooming very close or just have the full size transported chit stacked on top then with each left click the one on top is replaced by the one underneath.

RE: Suggestions

Posted: Thu May 10, 2012 1:25 pm
by tgb
ORIGINAL: wodin

ORIGINAL: tgb

Bases to make the sprites easier to see.
Be a man use counters\chits ;)

I have been, and will continue to if I have to, but give me sprites that I can see, dammit.

RE: Suggestions

Posted: Thu May 10, 2012 2:00 pm
by wodin
tgb, I'm only joking hope you realise that.

RE: Suggestions

Posted: Thu May 10, 2012 2:16 pm
by tgb
I do.

RE: Suggestions

Posted: Thu May 10, 2012 2:30 pm
by ericbabe
Thanks for the good ideas. We should start an official wish list...

RE: Suggestions

Posted: Thu May 10, 2012 2:36 pm
by wodin
Maybe a suggestion sticky?

RE: Suggestions

Posted: Thu May 10, 2012 3:08 pm
by robc04_1
Please display unit stat window during unit deployment.

RE: Suggestions

Posted: Thu May 10, 2012 3:09 pm
by robc04_1
In the objectives / scoring window, the scoring objectives are listed per turn, they should be listed per round to stay consistent with the game terminology. Points are awarded at the end of a round.

RE: Suggestions

Posted: Thu May 10, 2012 3:26 pm
by robc04_1
Show rally chance (in %) with modifiers in tooltip over rally button. I have a healthy unit in hex with injured unit so I should get a +1 bonus.

RE: Suggestions

Posted: Thu May 10, 2012 3:45 pm
by robc04_1
Have tooltip over disabled unit action buttons to inform the user why they can't perform the action. Is this isn't possible to do with disabled buttons, maybe you can use another method to let the user know it can't be selected (like a red border). I want to hide a unit that I'm pretty sure is out of LOS from the enemy, but the button is disabled. I suspect I don't have enough AP, but the manual doesn't state how many AP are required to hide.

Ok, I added some CAPs to the unit for more AP and the hide button enables when I get 7 AP. So hiding takes 7AP. I would like my above suggestion considered.

PS - We moved away from disabling buttons in the business app I worked on years ago for the same reason. The users were confused why they couldn't perform an action when the button was disabled.

RE: Suggestions

Posted: Thu May 10, 2012 4:00 pm
by robc04_1
Don't let the player know when the opponent passes or when the opponent moves a unit out of LOS. Just display a message such as 'unknown action'. It gives the player too much info knowing what the opponent does. Now that I see that the AI is passing I suspect he may be out of AP (not necessarily true) and can be a little less cautious in my movement.

RE: Suggestions

Posted: Thu May 10, 2012 4:26 pm
by Lebatron
Part of the strategy of passing when your opponent does is to advance the round. If you are the defender and have to hold something for 5 rounds to win and your opponent passes for some reason you should make him pay the price. When I first played the board game against a stronger player I made this mistake a few times. So in fact it is critical to know when your opponent passes.

RE: Suggestions

Posted: Thu May 10, 2012 4:29 pm
by Lebatron
In fact I think when the opponent passes it should be boldly shown on the main display so you know it happened. Instead you have to look carefully down at the text box. If you have it closed then you may miss the opportunity to pass the round in your favor. So I guess my disagreement with you has now turned into a suggestion.