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Make transport (air, surfboat) UI easier to use.

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Date Editor Before After
5/7/2012 7:18:55 PMCArankPxtl before revert after revert
Before After
1 I think the Embark button might be a little overcomplicated with the manual "disembark" button. To me, the logical system would have "embark" be a waypoint-based command where I click "embark" and, holding shift, click a bunch of waypoints. The final waypoint in that list is assumed to be the disembark point, instead of manually requiring a disembark command. Just release and re-press shift and give a move/fight/whatever waypoint and the transport assumes the unit expects to go to that future spot on-foot. 1 I think the Embark button might be a little overcomplicated with the manual "disembark" button. To me, the logical system would have "embark" be a waypoint-based command where I click "embark" and, holding shift, click a bunch of waypoints. The final waypoint in that list is assumed to be the disembark point, instead of manually requiring a disembark command. Just release and re-press shift and give a move/fight/whatever waypoint and the transport assumes the unit expects to go to that future spot on-foot.
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3 Basically, I think embarking shouldn't be a static action like a morph (it just happens where the unit is standing) but rather should be a waypoint-based action like a construction (and, like a construction, holding shift and clicking more points continues the existing construction order).
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5 This is slightly less versatile, but seems more natural to me.