c3k Posted September 18, 2008 Share Posted September 18, 2008 This is the last in a series.... Right now I'm playing in a built up area. The TARGET/TARGET LIGHT command interface is a bit of a pain. In order to area target a building, I want to have my fire impact a specific level. In order to do this, I've got to move the camera around significantly. It takes a lot of time and effort and even then sometimes the target line will snap to the wrong floor. My suggestion is to have the TARGET/TARGET LIGHT line behave just like a movement line when a building is the the target. Have a window open which gives a selection of floors. The floors which do NOT have a LOS/LOF can be greyed out, such that they are not selectable. This would be an immense time saver for city fights. Thoughts? Ken 0 Quote Link to comment Share on other sites More sharing options...
Sivodsi Posted September 18, 2008 Share Posted September 18, 2008 Nice one! In general getting area fire to snap to the place you want is... imprecise. A similar idea would be to have the 'action spot' grid be visible in the vicinity of the point where the area fire line ends. Then you could simply attach it to the area closest to where you want to fire. This would remove some of the 'realism' aspect, but lets face it, having 'action spots' is an artefact in the first place. 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted September 18, 2008 Author Share Posted September 18, 2008 Yeah, I'm not so concerned with the lateral confines of area fire, rather the vertical confines. With buildings as targets it's hard to get the right floor. Especially if you are using multiple units firing at each of multiple buildings. Ken 0 Quote Link to comment Share on other sites More sharing options...
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