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#1 Highlight available moves

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3
2003-03-27
2002-12-23
Guy Sisalli
No

Fairly self explanitory. Highlight the squares a given
unit could potentially get to by the end of its turn. Things
to consider:

* Accounting for CPs (or
not!)

* Paths that take combat into account (i.e.
genestealer moves forward two spaces, slices up a
marine, then keeps moving).

* Though it's a
modest time-saving convenience, does this result in
too much "bonus time" for the marine player? We're
talking a few seconds for each unit at most, but it adds
up and sometimes you need those extra seconds.

Discussion

  • Toby Woodwark

    Toby Woodwark - 2002-12-23

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    Though you've made some good points, I don't think we'll
    implement this any time soon for 2 reasons...

    (A) As you point out, there are issues with CPs/secrecy and
    the turn timer
    (B) It's computationally a bit pricey.

    An alternative is some kind of dynamic cursor to indicate
    whether a square is available on mouseover.

     
  • Toby Woodwark

    Toby Woodwark - 2003-03-27
    • priority: 5 --> 3
    • assigned_to: nobody --> zirtix
     
  • minichip

    minichip - 2003-07-03

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    user_id=815312

    I don't think that this is a good idea. In the tabletop game
    you have no one to tell you where to move and as fare is I
    understood this project it tries to recreate the feeling of the
    tabletop game.

     

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