Bokkie wrote:
Quitch wrote:
3. There is no "no time limit" mode, when there certainly should be because some of us don't want fast games, we want to be able to undo entire turns and think on positions for days. That's how we enjoyed MA and that's how I'd like to enjoy MAN2. How can I learn against the AI when there's a timer ticking down FFS?
I partly agree, imho one hour is enough to think and make moves and undo moves and retry etc. (for non AI games)
Playing against AI always gives 10 minutes, and that is really too short.
I don't see a reason NOT to have an unlimited turn time. When you're playing by "mail" then what's the point of a turn limit? What does it matter if I spend an hour now or an hour in three days time. Either way it's the turn limit on the game of X days that's deciding how quick I reply, not a turn limit.
Plus, as we enter the realms of an hour we start entertaining the possibility of interruption, loo breaks, etc. If someone doesn't want to play infinte time to think (up to the turn limit of X days obviously) then they can simply decline a game with that setting. I really don't see a reason to exclude the option.
Bokkie wrote:
Quitch wrote:
4. The N key doesn't work while an animation is in progress, and when you're checking unit by unit waiting for every animation to finish (when the animations were written with looks, not practicallity in mind) is tedious.
N key? I suppose that's "next" ?
The N key selects the next unit with moves remaining.
Bokkie wrote:
Quitch wrote:
5. Transport menus seem aren't very reliable at registering fast clicks and you often end up moving the transport rather than unloading it.
Or unloading and then wanting to move the unit but reload it

Right clicking after moving the transport unit helps

Yes, an extra click, and extra clicks = bad design. Should be fixed.
Bokkie wrote:
Quitch wrote:
6. You can no longer un-deploy a unit during the recruitment phase by clicking on it. Very annoying loss of feature.
Isn't that the reason there's a "rewind" button? I must say that I'm not patron of the idea clicking on the unit and it disappears again..
If I realise I just mis-deployed a unit it's faster to click when my hand is on the mouse and the cursor is already on the unit rather than reach across the keyboard. But the main reason I prefer the old method is that you could remove units out of order, which meant that if later in your deployment you realised you'd made an error, you could remove that error without removing the other 500 units you just deployed. Again, it's all about saving on clicks.
Plus, I find the rewind feature is a tad unresponsive, seeming to pause for a second before undoing something.
Bokkie wrote:
Quitch wrote:
7. Game doesn't auto detect appropriate graphic settings (if it does it ain't telling) and provides no FPS counter to assist in setting up your graphics. IMO, this is the biggest problem in the game, you're basically taking a wild guess with your settings and hoping to God that they're playable.
Mmh, for me that's the case with most of the games. Put the details to a certain level, try the game and change it if necessery. Don't see the problem here.
The problem is that there's no such thing as a friendly game in MAN2. Every game counts against your stats and rank.
The replays can probably be used to configure this.
Bokkie wrote:
Quitch wrote:
10. Purchase menus should have the option to combine all three into one, ala MA.
How do you mean this? (Never played man)
MA (not MAN, that came after) had a single menu down the side which scrolled. If you were to put everything on one menu and played at 1600x1200, then it would take less clicks to buy a unit from every section under that system than the current one as the entire menu would fit on two screens (or could actually be shown as two columns and fit on one).
The current method is, IMO, unecessary.
Bokkie wrote:
Quitch wrote:
15. When N brings up a unit in a transport, the transport is not highlighted and no indication is give as to where the unit is. Only a lucky guess allowed me to even realise what N was trying to tell me.
I guess this is only the case when using N?
The only other way is to select the transport manually, and when you do this you are shown units inside. N doesn't, but it should and it should highlight the unit it's talking about.
Bokkie wrote:
Quitch wrote:
16. Units in a transport give no indication (that I recall) of how many moves they have left, even though this is vital information. Leads to a lot of pointless undoing.
You can click on the units that are in a transport unit, brings up the info about that unit, also how many moves are left.
More clicks that shouldn't be necessary. A green number in one corner for moves and a red number for health. Real click savers, and when you're battling the clock you want to know as much as possible as fast as possible (imagine having to click every unit to know its health, rather than having a number overhead).
Bokkie wrote:
Quitch wrote:
17. The background animation should draw from a random replay rather than some set battle.
This should be optional. I think it would be neith if you could choose your own replays for the background. But keep it optional because I can imagine not everyone likes to wait for the replay to load..
The option already exists to switch off the menu replay, I'd just rather it picked from replays in the replay folder at random, rather than selecting that one replay from the intro folder... and no, I don't want to create a copy of all my replays in there (and I don't know if it even looks beyond the first replay).