
Fired

Moved

Fired & Moved
Moderators: Slitherine Core, The Lordz, Panzer Corps Moderators, Panzer Corps Design





This feature already exists - "sleep" command. It is tied to Z hotkey at the moment, but we can reassign it to space.iainmcneil wrote: I think we would also want a way to put units in to sleep mode so they are permanently non blinking until you move them or a way to say for the rest of the turn you're done with this unit - e.g. the space bar. Presing space would only stop the blinking rather than actyually prevent you moving.firing teh unit.





Also, all videos have 2 speeds.What is an unlisted video?
An unlisted video is a different type of private video. Unlisted means that only people who know the link to the video can view it (such as friends or family to whom you send the link). An unlisted video will not appear in any of YouTube's public spaces (such as search results, your channel, or the Browse page).

CAN FIRE is blinking number
CANNOT FIRE is solid number
CAN MOVE is swirling outline
CANNOT MOVE is solid outline







On the contrary, you cannot really decide what to do with a unit if you don't see its strength, so within our UI model tying this information to strength label is justified. If we showed strength for big and small units at the same time, I would agree with your objection.adherbal wrote:Actualy showing it as an additional icon or in the strength plate makes no sense, because you can have both an air and ground unit on the same tile. One of both is gonna be small, so you won't see the state of that unit without switching the annoying () air/ground mode.
Isn't the whole point of highlighting available units whether you still need to "decide what to do with them"On the contrary, you cannot really decide what to do with a unit if you don't see its strength

Absolutely, and that was the whole point of my proposal. First, you clearly differentiate units which can do something, and which cannot, and you do this for all units (big and small alike). Second, in the first group you differentiate units by what exactly they can do, and this is done for big units only. You can of course indicate it for small units too, but this is more difficult to do and will not give you any real advantages, because tactical planning implies looking at the right plane. I think, using a two-level scheme is justified, because most units are always in either "move+attack" or "none" states. Single action states are exceptions really, so it seems like the right idea to use some separate scheme for them, not try to integrate everything into a single scheme.adherbal wrote:Isn't the whole point of highlighting available units whether you still need to "decide what to do with them"If they're not highlighted you've already made all it's moves and there's no reason to go back to it in the current turn. You look at whether they can still do something and THEN look at strength, not the other way round.