Rather than having movement as it is currently, where a right click results in instant movement, consider changing it so that a right click draws out the path of movement your character will take, and then a second right click on the same square confirms and commits the movement. I would have it work something like this:
Here the cross shows the target destination. The blue line shows the movement that the character can take with their current moves, and where they will go if the move is committed. The red shows the moves they woudl take if they had the points, but they don't.
Obviously round off the corners and make it look prettier in game, this is just a fast mockup, but something like this to show players the moves they are asking for, and allowing them to decide to either make it, or change the target.
I like this idea but personally I'd prefer the system to be a right click and hold for a line and release to give the movement order as double clicking would be an abnormal move system.
I agree with Glavius.
Or maybe the line could just show up if you hover for a second over a square on the map, that way you don't have to right-click, which pretty much commits you to giving a move order unless there's a way to cancel that click before issuing the order. Or it could just show the line if you left-click another square on the map. That might be easier.
The double click to move isn't abnormal : HoMM has always used it (one click to see the path, then a click to accept the movement)
interesting, i'm for the HoMM style of movement (as the oldcat says)
I'm definately for the HoMM style of movement. I would also prefer HoMM's style of continuing planned moves. That is to say, I would like all moves that take more than 1 turn to complete to be manually continued each turn.
Indeed, it's the best system imo.
While I dont have the beta yet(I've been very busy since it came out and cant give myself an excuse to be lazy) I have to say I would prefer non-instant movement. It annoys the crap outta me when I accident right click the wrong spot and have to turn the unit around the next turn.
and for far travels we can have icon ta tell us where our creature will stop every turn until it reaches the desidered spot
I agree that however it ends up, it does need to be reworked from it's current status.
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