1 |
This may be tangential but i also very much dislike that whenever i issue an order onto unpathable terrain, the units which those orders have been issued to simply [i]stop[/i], often incomprehensibly so in the heat of the moment.
|
1 |
This may be tangential but i also very much dislike that whenever i issue an order onto unpathable terrain, the units which those orders have been issued to simply [i]stop[/i], often incomprehensibly so in the heat of the moment.
|
2 |
\n
|
2 |
\n
|
3 |
I
can
think
of
two
things
that
could
alleviate
that:
|
3 |
I
can
think
of
two
non-mutually-exclusive
things
that
could
alleviate
that:
|
|
|
4 |
\n
|
4 |
1) Feedback on orders which will not be executed. Possibly audio, but also some kind of a red X instead of the usual expanding circles click-ack would be good.
|
5 |
1) Feedback on orders which will not be executed. Possibly audio, but also some kind of a red X instead of the usual expanding circles click-ack would be good.
|
5 |
\n
|
6 |
\n
|
6 |
2) Such orders being blocked before being sent. That is, clicking unpathable terrain [i]does nothing[/i] to the unit's order queue while the current behaviour is pretty much equivalent to [i]Stop[/i].
|
7 |
2) Such orders being blocked before being sent. That is, clicking unpathable terrain [i]does nothing[/i] to the unit's order queue while the current behaviour is pretty much equivalent to [i]Stop[/i].
|
7 |
\n
|
8 |
\n
|
8 |
There's a reason ZK got rid of the default Wait keybind, and Accidental Stop seems a lot like that.
|
9 |
There's a reason ZK got rid of the default Wait keybind, and Accidental Stop seems a lot like that.
|