Stormyswan
Chieftain
- Joined
- Mar 14, 2010
- Messages
- 5
I found the endless popups annoying; yet doing without reminders was impossible as the game increased in complexity.
Here are some examples of situations that would have me tearing my hair out: I see a situation that needs immediate attention. But the popups delay me from handling it. Then when the popups finish, I have to deal with the long cue of units. If I start to handle the crisis, back I am drawn into the cue. Grrrrr.
This is not reflect real-life management. Now, I know that the popups programmatically required that they be handled before leaving. Here are some possible solutions:
1. Have an option in each popup to suspend the popup cue until the player decides otherwise. The same principle could be applied to the unit cue.
2. Bubbles? I seem to remember something about little talk bubbles popping up. As long as we can scan the map in order to decide which we want to handle first...fine. But sometimes, I have priorities. It would be nice if the game recognized this fact.
Here are some examples of situations that would have me tearing my hair out: I see a situation that needs immediate attention. But the popups delay me from handling it. Then when the popups finish, I have to deal with the long cue of units. If I start to handle the crisis, back I am drawn into the cue. Grrrrr.
This is not reflect real-life management. Now, I know that the popups programmatically required that they be handled before leaving. Here are some possible solutions:
1. Have an option in each popup to suspend the popup cue until the player decides otherwise. The same principle could be applied to the unit cue.
2. Bubbles? I seem to remember something about little talk bubbles popping up. As long as we can scan the map in order to decide which we want to handle first...fine. But sometimes, I have priorities. It would be nice if the game recognized this fact.