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Found 3 results

  1. It would be awesome if you could see the outline of all the squares.
  2. Is it possible to get a coloured movement grid around a soldier each time you select him, so you can immediately see how far you can go and what you can do? Green and yellow would mean he could move and shoot, with the latter at lower accuracy, and red to show that he is only able to walk there. This would make it much more faster and easier instead of having to calculate TUs. I'm aware that you can lock TUs so you can reserve it for shooting.
  3. I think we can all agree that the ability to plan is pretty important in a tactics game. When setting up overwatch, I need to know that if I move to square B as opposed to square A, my soldier won't be able to fire on the enemy should he come around the corner. Alternatively, since overwatch only works if an enemy enters the specific unit's line of sight and not squad sight (right?), I'd like to know how far my overwatching soldier can see without having to measure out the squares by hand. No point in parking guys into overwatch if they're not able to do anything about the aliens poking their heads around the corner! So, my first suggestion is a toggleable button on the UI that turns a grid on/off. This grid replaces the move-grid with line of sight/line of fire squares. If no unit is currently selected for whatever reason, I suppose the button should be greyed out. I guess it might be an idea for this LoS/LoF-grid to have a different colour scheme to the move-grid to avoid confusion. Squares the selected unit can currently see, factoring in which way it's facing, could have a purple border. Squares that the selected unit can fire at could be blue, while squares that can't would be orange. --- My second idea's taken from Frozen Synapse, in all honesty. You could set down "ghosts" in that game so that in the turn-planning phase, you could check whether your soldiers would run into enemy fire (for example). When you hit end turn they vanish. The other player never sees them, they're purely for testing tactics. In Xenonauts, ghosts would have to be modified since we're not playing simultaneous turns, but it'd still be handy with the above suggestion. Once you move, you're committed to that action, so you can be punished for moving to a place without a clear line of fire. I feel that a bit unfair given that there's no way to check beforehand. Being able to slap a dummy or ghost down on the target square and check the LoS/F would be really, really welcome. Being able to place down a hostile dummy so you can check if you're going to run into reaction fire would also be pretty sweet.
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