UI comment Naval Stacks
Posted: Sun Nov 10, 2019 11:05 am
Good Day all,
Just from a User Interface perspective, I find the current mechanism in which Naval Units assume operation point status of the lowest op point Naval unit in a stack is not at all user friendly. It requires careful (and sometime counterintuitive) sequencing of the naval moves in order to achieve the moves desired. In my mind the logical sequence is to move the low and no supply units back to port then sally forth with the full supply units that I have waiting in the port. I find myself having to undo moves routinely in order to salvage this sequencing issue.
If you sally forth with fresh naval forces first, then you cannot enter the 'on station' hex that may be the best for intercept purposes....
Is this kind of fix too much to ask?....I'm really just bitching here...but hey, that's what forums are for.
Best,
Just from a User Interface perspective, I find the current mechanism in which Naval Units assume operation point status of the lowest op point Naval unit in a stack is not at all user friendly. It requires careful (and sometime counterintuitive) sequencing of the naval moves in order to achieve the moves desired. In my mind the logical sequence is to move the low and no supply units back to port then sally forth with the full supply units that I have waiting in the port. I find myself having to undo moves routinely in order to salvage this sequencing issue.
If you sally forth with fresh naval forces first, then you cannot enter the 'on station' hex that may be the best for intercept purposes....
Is this kind of fix too much to ask?....I'm really just bitching here...but hey, that's what forums are for.
Best,