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[UI, Stealth] Better control over stealth units not reinforcing a battle, so they stay hidden

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2 years ago
Dec 5, 2022, 5:33:00 PM

There are times when a big battle breaks out and I accept/auto-resolve, and I forget to keep my spies, prowlers, and other hidden units taking part as reinforcements because the UI isn't clear about it.  When the dust clears, they're "Exposed" (if they survived), and they have to spend a half dozen turns building their stealth up before I can use them again.


Request: Better control over whether hidden units reinforce a battle.  This could take the form of any of the following...

  1. A more engaging and in-your-face "Reinforcements Dialogue" that asks me what reinforcements I'd like to include in a battle before the battle begins (currently, reinforcements are selected in a secondary tab in a window off to the side, which makes them easy to forget about, or easy to assume that the right ones have been selected).
  2. An option to "Don't Include Stealth Armies as Reinforcements by Default".  This would useful for spies, but less useful for Prowlers, Rotiskenrakehte, Partisans, and other combat-role stealth units that we probably want to reinforce.
  3. Differentiation between combat and non-combat stealth units: Prowlers, the Haudenosaunee Rotiskenrakehte, Partisans, etc. will reinforce by default, while Spies and Spymasters will sit out by default.
  4. A special state that stealth armies can be placed in called "Lay Low".  Spies performing sabotage/observation will also be "laying low".  Stealth Armies that lay low will not engage in combat unless a hostile/neutral army actually steps into their square and triggers an ambush (as a corollary to this, better "ambush trigger" rules like Allies and Client State armies not triggering ambushes would be welcome, of course)


Thanks!

Updated 2 years ago.
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2 years ago
Dec 8, 2022, 4:12:07 PM

It would be better if we also have the option to select which armies are reinforcing overall not just for stealth units.. sometimes you have weak reinforcing armies that you don't want to lose in a fight out of their league just because another army a little far is getting in a fight..


On a little separate note, Many times I have armies that are working separately on deforestation or whatever, and then they just get sucked in a high level fight that they shouldn't even exist in and their progress gets interrupted and RESET that they have to start deforesting over after the fight.

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2 years ago
Dec 8, 2022, 4:18:06 PM
Romani0 wrote:

It would be better if we also have the option to select which armies are reinforcing overall not just for stealth units.. sometimes you have weak reinforcing armies that you don't want to lose in a fight out of their league just because another army a little far is getting in a fight..


On a little separate note, Many times I have armies that are working separately on deforestation or whatever, and then they just get sucked in a high level fight that they shouldn't even exist in and their progress gets interrupted and RESET that they have to start deforesting over after the fight.

You can actually choose which units to spawn from a reinforcing army, by opening a reinforcements tab and clicking on the + sign under the unit you wish to spawn. 

+1 to deforestation interruption though, can be annoying

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2 years ago
Dec 8, 2022, 4:53:38 PM
neprostoman wrote:

You can actually choose which units to spawn from a reinforcing army, by opening a reinforcements tab and clicking on the + sign under the unit you wish to spawn.

When the reinforcing army is close enough to the main army, they join the deployment phase in the fight as main forces with no choice to treat them as reinforcements. It can be a good thing especially when defending. but still making reinforcements optional in that scenario could be helpful. since we are discussing changes to the UI here.

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