Post subject: A small idea for improving the game's user interface
Posted: Sat Jul 25, 2009 11:33 pm
Joined: Tue Jun 23, 2009 11:32 am Posts: 22
How about marking the positions of the flux points on the map even when they aren't revealed? Afterall, they are always in the same places, but to many people it's a bit hard determine the exact hexes they are on, and sometimes this causes silly mistakes. For example, I have walked into the range of a falcon on second turn countless times, thinking it's safe. If the flux points were marked even on grey hexes, it would be easier to figure out the closest possible positions of the first turn falcons.
Loopy
Post subject: Re: A small idea for improving the game's user interface
Posted: Sun Jul 26, 2009 2:39 pm
Joined: Sat Mar 21, 2009 11:40 pm Posts: 95
Flux wells start out on 2:2, 2:10, 6:6, 10:2, and 10:10. A mouseover (or shift-mouseover) will tell you the hex coordinates if you want to check.
The problem with marking them is that they be moved by a couple of spells.
Billiska
Post subject: Re: A small idea for improving the game's user interface
Posted: Sun Jul 26, 2009 3:09 pm
Joined: Sun Jun 07, 2009 10:35 pm Posts: 51
How about marking the original position of the flux wells? (There might also have an option to turn this off)
This will help players to get the general position easier. The idea is similar to Go's star points. (Go is a board game. For anyone who haven't seen a Go board, go see this page on sensei's library web)
RadicalRat
Post subject: Re: A small idea for improving the game's user interface
Posted: Sun Jul 26, 2009 3:49 pm
Joined: Tue Jun 23, 2009 11:32 am Posts: 22
Yea Billiska got it right, I meant just the original positions, Loopy. Afterall, there already are markers on the hexes where you last saw a flux point, even though you may not currently see the said hex. The flux wells could have a different color "shroud" or whatever it is on them, for example they could be red while the others are grey, like they are now.
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