True.
One screen allowing management of multiple bases at the same time would be cool, for research, production etc.
i would like that, too : )
as far as my opinion about the micromanagement goes, it can greatly be alleviated by improving the gui.
idk about c, but if ufo:ai was object-oriented, i would suggest tree gui anytime.
so many complicated gui-s are done nicely with perfectly ordinary standard trees, and i think ufo:ai bases management would fit in a tree very nicely.
for example, if we were implementing a feature to assign aircraft to a fleet so that interceptors would protect the dropship.
1) we could design a special screen where we select the aircraft that would be in the fleet.
2) we could create a folder for the fleet and put the aircraft (shortcuts) into the folder.
now, there would be absolutely _no_ difference in micromanagement that i could think of, and it would be a matter of taste and neither would be unplayable, but nevertheless if someone asked my personal opinion, i would say the first option would be retarded.
where i think tree gui would really make a difference is when things get more complicated and there are multiple bases.
the new research management screen where all the research in all bases was put into one screen made things easier, right?