What an excellent set of ideas.
Some more:
I liked Wesnoth footprints that show the route to be taken by a
character. Not actually much use though!
The random maps have Zeppelins and death ray balloons. Even if some
action points remain, they do have not enough to attack. I only find
out when I get close to a target - an indication before moving would
be useful or the ability for a lower energy attack.
Mainly because of poor eyesight, I would like the ability to magnify
the machine images and the text on the fly, without losing map area.
Permanent screen magnification is not so helpful.
Wesnoth has a toggle that changes the focus to the next character to
move. Very helpful if all the map is not in view. Because I am
interested in understanding how the AI works, I would like to slow
down the AI, unit by unit. This would with battle tactics, especially
since so much happens out of vision and I don't know which enemy
blasted me off the field of action. If is contemplated to be
multiplayer, then it would be even more useful.
Also worth considering is immediate retaliation. More "realistic" and
perhaps not replenished in the AI next turn. A toggle option could
turn it on or off. Or perhaps night attacks don't have retaliation?
I can see that developers must have a problem setting a priority for
new features.
On Aug 17, 8:44 pm, E Corcoran <
warm...@gmail.com> wrote:
> "At risk" hexes is a better idea - that way you get the information without
> havng to mouseover the enemy unit.
>
> Another idea, one that is probably too late, is to decide whether the game
> is going to be tactical or strategic with regard to production. That means
> choosing between 1) having factories produce and repair during a battle, or
> 2) having factories produce between battles, in a strategic-screen mode.
> Repairs would also be done at this time, and new battles chosen.
>
> 1) is the way it is now but 2) would be a bit more realistic - if I may use
> the word realistic in this context - as it is the way battles work in the
> real world.
>
> Another idea would be "group attacks" - allowing the option for multiple
> units to fire upon an enemy simultaneously instead of sequentially as now.
> This might also be a bit more realistic as e.g. a single rifle unit couldn't
> damage a super tank but several acting in concert could.
>
> I have another idea regarding airplane units should you choose to introduce
> them.
>