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[1.0.6.0] QOL Suggestion: "Move to" & "Cancel Order/Stop" with bindable Key

Posted: Thu Jul 28, 2022 9:54 pm
by rxnnxs
Well, Topic says it all:
[1.0.6.0] QOL Suggestion: "Move to" & "Cancel Order/Stop" with bindable Key

It would be simple and helpful. No long rightclick to do this.
On top of it: With ie "M" to say give a "Move to" Command, it would instanly draw a Line to the target, displaying the distance.
Maybe as a thing for the future: draw not a direct line but draw a line to the systems where the ship/s will jump to, to reach the target.
This way we can see what course will be taken before we "punch it in" (Homeworld speaking).

Re: [1.0.6.0] QOL Suggestion: "Move to" & "Cancel Order/Stop" with bindable Key

Posted: Fri Jul 29, 2022 9:02 pm
by 100thMonkey
Once more: agreed with both suggestions.

For the "Cancel Order/Stop", I would LOVE to get a "Cancel Order / Stop" button on the selection panel when a fleet is selected. I don't understand why it wasn't there at release, especially since there's a "Disband Fleet" button (which is good, but it happens way more often that I need to order a fleet to stop than to tell one to disband).

As for seeing the path the game would choose before committing to it, considering the paths the game chooses sometimes, it would be useful (Civ 6 has that functionality, and I use it all the time). Not that it's a big deal to select another path after having commit to one (especially if you're on "pause" at the time). But all QOL improvements are welcome, major and minor, and add up to a better UX.

Re: [1.0.6.0] QOL Suggestion: "Move to" & "Cancel Order/Stop" with bindable Key

Posted: Sun Jul 31, 2022 7:17 pm
by rxnnxs
Yes, you are right - pause enables us to do a right-click search - but on top of it, it could show distance and time of arrival..
anyway - while the pathfinding is less than optimal, those wishes have to be set back to some better days :-)

Re: [1.0.6.0] QOL Suggestion: "Move to" & "Cancel Order/Stop" with bindable Key

Posted: Mon Aug 01, 2022 8:05 pm
by 100thMonkey
As I mentioned elsewhere, pathfinding might be a tough nut to crack. So it could take a long time before it's completely fixed (IF such a thing is possible). I suspect it will be done in increments. So I'm confident (or at least hopeful) that other stuff will also be fixed, modified or added in the meantime.