I think he's talking more about camera rotation. It's not a bad idea (I too suffer sometimes from slow performance and turning the camera can become a pain). But it's probably a very-low priority feature even if it was accepted, so I doubt we'd see it soon. (And definitely tied to a key/button -- not automatic).
Yes. As we discussed, that was initially the slow performance on my computer that made me tired with rotating the view for each soldier. Because a good view for one becomes a bad for the following, most often.
I think he means a toggle of select a soldier and have the camera lock, then select a different soldier and have it lock to that view, instead of having to lock to one, pressing button, and then repeating for another soldier.
True. That's a more general way to see it. Choosen view for a soldier not being necessarily the good one for the other, being able to lock it would meet my exceptation. Personnaly I think that it's good enought to be able to get the vertical view set by default for each soldier, when needed of course and so when togglable option set to on.
Reminds me to the Battlescape Radar.
-geever
Here again it's right. The first times I played, I was looking for a minimap to get a tactical view witch would give you more analysis capability and more independance with the real ground map. But as far as I have a little screen, it was finally not necessarily a so good idea, because I would have the need of a full screen minimap
But you point here another of my wish slightly different. It is about a tutorial campain, where would be allowed some graphical helpers, like I see in your picture, and maybe in mine (my poor one:)). In order to make new players able to understand visibility questions in this game (and tactical games in general), it could be interesting to allow frog of war, or, vision frontier lines (in addition to main sight line, and already existing helpers like obtained by pressing T key), and this at least in a tutorial or easy mode, and once again in order to help that each soldier must really discover the map unless you love surprises as being shot in the side. The idea here is that making people understanding well the mechanic in battlescape would make them more addict. Some are disappointed when an ennemy seems to come from nowhere at 3 meters, but it makes sense.