In this new M&B installment we have been introduced to a new command which broadens the tactical possibilities; Facing. However its interface and how it fits into the game has been giving problems to users that go beyond the F1-F3.
During the alpha-beta period this problem was discussed in different threads ([Suggestion] combine face direction with formation location - Suggestion for Troop Commands - The tactical way: beyond the melee cluster). Unfortunately there has not been any change in order to " tune " this interface.
I do not bring any messianic solution, but open again this point of discussion by proposing the following:
I consider the player as the main core of the battle, therefore the player must be the backbone of the game in terms of commands. The way the facing feature is currently set up is the arrow wheeling around the axis positioned in reference to the bots group/unit. I suggest moving that axis to the player as the main center.
Basic applied conceptualization
As a tactical player I need orders to be executed quickly and accurately and the experience I have with the current system is confusing, unfriendly and slow. If I leave an infantry formation positioned while directing a cavalry formation, the first one is almost impossible to manage from a distance because the rotation axis is positioned in the center of it.
Imagine the chaos that I get with the current system when I split groups into different sections (by the way i love this "splitting" feature).
Therefore
Face direction: Player as reference point in a compass like radial interface. Where the player aims (green triangle with banner) the formation heads.
Face enemy: With the current system it works fine. Fast and easy order that faces the enemy vertically.
A poll to quantify the general interest.
During the alpha-beta period this problem was discussed in different threads ([Suggestion] combine face direction with formation location - Suggestion for Troop Commands - The tactical way: beyond the melee cluster). Unfortunately there has not been any change in order to " tune " this interface.
I do not bring any messianic solution, but open again this point of discussion by proposing the following:
I consider the player as the main core of the battle, therefore the player must be the backbone of the game in terms of commands. The way the facing feature is currently set up is the arrow wheeling around the axis positioned in reference to the bots group/unit. I suggest moving that axis to the player as the main center.
Basic applied conceptualization
Imagine the chaos that I get with the current system when I split groups into different sections (by the way i love this "splitting" feature).
Therefore
Face direction: Player as reference point in a compass like radial interface. Where the player aims (green triangle with banner) the formation heads.
Face enemy: With the current system it works fine. Fast and easy order that faces the enemy vertically.
A poll to quantify the general interest.