Making defense and movement rates more obvious
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I agree.silene wrote:In my opinion, the information as it is now displayed can be rather confusing (how many people actually played with this change?). Maybe only one data should ever be displayed at a given time: the defensive value if the hex is reachable, and the turn count if it is not. That way, the confusing "50% (2)" would never get displayed, there would only be "50%" or "(2)".
It is indeed useful information, and I like to have it there... but I have experienced the same problem: it is confusing to have both, "%" and "# of turns".
If a player could be permitted to stick their oar in:
I really like the idea, but I think it would help if there were some visual cues as to what number was what.
I'm an absolute crap artist, but I'm attaching an image of what I've got in mind. Defense on the top line, followed by a little shield icon, movement on the second line, movement cost first with a foot icon (I know, I said I was crap), turns to reach second follwed by an hourglass icon.
Thinking about it, I'm not sure movement cost is all that important. Defense is, and so is turns-to-reach, but movement cost? I don't consider it critical information.
Hexes in the single-turn radius might just have the defence value.
No go hexes would have a big red X instead of all of this info.
I really like the idea, but I think it would help if there were some visual cues as to what number was what.
I'm an absolute crap artist, but I'm attaching an image of what I've got in mind. Defense on the top line, followed by a little shield icon, movement on the second line, movement cost first with a foot icon (I know, I said I was crap), turns to reach second follwed by an hourglass icon.
Thinking about it, I'm not sure movement cost is all that important. Defense is, and so is turns-to-reach, but movement cost? I don't consider it critical information.
Hexes in the single-turn radius might just have the defence value.
No go hexes would have a big red X instead of all of this info.
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- wn-1.gif (138.45 KiB) Viewed 2463 times
Maybe the cumulative MPs could be displayed instead of the per-field ones? Like, instead of "2" before the foot-icon meaning that the field uses up 2 MPs, it could mean, you need 2 MPs to reach it. For example, I have a unit which says "movement 6/6", then I know when I reach the field, I will have "4/6" left.
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