A few QOL improvements

Master grand tactical combat as a Cold War force commander in this data-rich simulation. Plan and issue orders in asynchronous WEGO turns, leveraging real-world maps and complex features like Electronic Warfare and Air Assaults to outthink your enemy.

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Zumwalt_446
Posts: 145
Joined: Mon Feb 18, 2019 3:29 am

A few QOL improvements

Post by Zumwalt_446 »

This post lays out two areas where I believe the existing interface could be improved (mostly relating to displaying data at a later point in the scenario than the current time):

1. The LOS/spottable distance overlays currently display their values at the current time. This is OK in most cases, but if a player wants to use these overlays to determine a unit's visibility/spottability at a future time, they cannot do this currently. Especially when the current time is during night while the future time is during the daytime (i.e., significantly increased illumination), the lack of this option means that the overlay during night doesn't tell you much about the daytime parameters and may be highly misleading.

2. I believe (but am not certain) that the travel time estimates do not take increased illumination over a path's duration into account. So (as an example) if we plot a five-waypoint route during the night where the illumination will increase from waypoint 2, the travel times displayed will reflect the current (low) illumination level for the entire route. But this is (in some cases substantially) different from the actual travel time once illumination increases.

Just some thoughts - feel free to provide commentary or questions.
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