Units should be able to walk while unjaming a RAC
(BMRr, page 132).
This used to work, but was undone by the MovePath
refactoring.
If at all possible, please make "unjam" be something
that applies to the next turn (like "dump ammo");
perhaps we can insert a new "query for unjam" game
phase (probably after the End Phase) that asks all
players with jammed RACs if they want to unjam next
turn. It would be acceptable to just restore to the
old Compute's behavior, however.
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MM lets you walk and unjam in the same turn, provided you
walk before pressing "unjam."
As for the new phase idea, perhaps it could also handle
dumping ammo and turning heatsinks on/off.
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As far as I can tell, this has nothing to do with the change in
Compute, the behavior is determined by MovementDisplay in
that after Unjam RAC is pressed moveTo is immediately
called. Is this appropriate?
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OK, then you're off the hook :-)
No, it is not really appropriate behavior, but I guess
that it isn't so bad until we can get the End Phase working
correctly.
I'm going to lower the priority of this item, as it's a
"feature" that we want to correct, but it isn't
imperative that it be done soon. There are far worse bugs
on this tracker.
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Changing summary.
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this is still current, changing group.
Unless there is opposition to the idea, this could be fixed simply by adding it to an action stack for Entity. Unloading could be added to this too. I'm willing to write that code if there are no objections.
If this has been fixed (I believe it works in MM) this issue can be closed