Highlight available moves
Status: Alpha
Brought to you by:
zirtix
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.
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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.
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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.