martyparty
Exemplar
[ Heroes of Steel Supporter ]
Posts: 326
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Post by martyparty on Jan 14, 2013 19:01:11 GMT -5
Please allow us to differentiate between Auto-Resume Movement after encounters, based on whether the encounter was a combat or not. I often like to "stash" the tiny bits of mismatched loot after a combat, if there's a suitable location nearby, but at the same time I don't want to lose weeks in movement by stopping every time some merchant wants me to acknowledge them in deep space.
Ideally the current option should be kept, but an additional button on the Combat Results screen should allow you to depart the screen but stop the ship, i.e. make an exception to the rule for this time, if you want to.
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martyparty
Exemplar
[ Heroes of Steel Supporter ]
Posts: 326
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Post by martyparty on Jan 14, 2013 19:16:06 GMT -5
Actually, an Auto-Acknowledge & Resume option would be nice to have as well. That way I'll only have to stop for encounters when it's a choice between Battle / Surrender / Ignore.
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Post by Cory Trese on Jan 15, 2013 0:33:59 GMT -5
I think you're looking for the option "Rapid Victory Depart" which is the best we can do at this point.
Either way, you will not "lose weeks in movement" in ST. I'll make a note of the request and if at some point in the future we rewrite the map and combat system this will be on the list.
Thanks for the post!
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martyparty
Exemplar
[ Heroes of Steel Supporter ]
Posts: 326
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Post by martyparty on Jan 15, 2013 1:11:45 GMT -5
Either way, you will not "lose weeks in movement" in ST. I'll make a note of the request and if at some point in the future we rewrite the map and combat system this will be on the list. Currently if you disable the auto-resume movement for encounters, when you acknowledge a ship upon trying to move into a square, you stay in the old square instead of automatically advancing after the acknowledgement, so it takes you ANOTHER week to move into that square, does it not?
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Post by Cory Trese on Jan 15, 2013 1:22:06 GMT -5
If it does then it is an unintentional bug.
I have logged #743 to investigate. I tested on iPhone and Android.
The Android implementation does seem to have an issue, so I will fix that ASAP.
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Post by Cory Trese on Feb 28, 2013 22:07:59 GMT -5
It really seems like this behavior is consistent.
There is a flag called a "Free Move" but it still consumes turns and ratios.
I did find an issue (as I mentioned above) but it was a logic issue that doesn't impact game play, only rendering.
At this point it looks like the game is consistent with either option in my testing and code review.
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