General > Discussion

Micro-management

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odie:
Hi Machinegun,

I disagree that UFOAI has too much micro-M. In fact, it might be a little too little for me personally(I am a 4X Space Sim player, like well.... Space Empires Series).

Still, for a X-Com type, the amt of Management is just nice. So, lets just keep it as it is, ok? :P

PS: Machinegun - going by ur nick, are u one who is face paced? U prefer X-Com style in X-com afterlight style? :P

BTAxis:
We're not going to manage the level of micro found in Space Empires, because Space Empires is almost 100% micro.

Winter:
I'm in favour of automating as much as possible, or at least providing the option to automate. Good design allows people to play the game their way rather than the designer's way, and doesn't let the mechanics get in the way of gameplay.

Regards,
Winter

Captain Bipto:
True.

One screen allowing management of multiple bases at the same time would be cool, for research, production etc.

Duke:
@Winter:
I agree that matters of 'taste' should be made optional. Like in 'preferences menu'.
But keep in mind that such options leave us with two(or more) sets of functions in the code for the same/similar purpose. And they have to be maintained...

I also think that there shouldn't be any pure administrative tasks in a game. But what I recall from playing through 2.2.1 is that ALL the micro-management includes *decisions* that affect the performance of your team (except for buying ammo). And the game seems to be designed to the goal that there is NO single optimum for that.
The only thing I missed was a minimum-requirements-filter when selecting 8 soldiers for my next base from a list of some 120. But that has probably already been requested by somebody else.

@MachineGun:
What was the single most boring/annoying micro-management task for you ?
And HOW would you like to see that task handled by the automization ?

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