Thus spake "Brent Easton":
> I have been working on the LOS changes as per RFE 1391523 and would like to g
> et some feedback from anyone interested is LOS threads:
> 
> 1. Added options for the module designer to force the start or the end (or bo
> th) of the LOS thread to snap to the grid, to suit the LOS rules for the game
>  in question. 
> 
> 2. Added a Report Format that will report the use of the LOS thread each time
>  the mouse is released. The formatted report includes options to display the 
> Start Location, the number of locations checked and a list of the locations l
> isted. You can generate reports like:
> 
>    newbie: LOS Checked from 0406 to 0703 (Range 3) [5 Locations checked: 0505
> , 0605, 0604, 0704, 0703]
> 
> QUESTION: Should a basic default Report Format be included so that all existi
> ng modules will start to automatically report LOS checks, or should it be lef
> t up to individual module maintainers to add to their modules at their leisur
> e?
> 
> 3. I have stopped short of the final request to make the LOS thread visible, 
> but offer a compromise. 
> 
> To make the LOS thread visible to your opponent in real time will generate 10
> 's or 100's of commands that will ultimately overload the central server(s). 
> The result will unsatisfactory anyway, as the commands will arrive in bursts 
> and the LOS thread will jerk around all over the place. The additional report
> ing I have added probably makes this request redundant.
> 
> However, the idea of using a LOS thread to mark an attack and have it 'persis
> t' and be seen by the opponent has merit.
> 
> PROPOSAL:
>  a) An additional option on the LOS thread 'Persistent LOS?' and an additiona
> l Icon 'Persistent LOS active Icon'
>  b) A persistent LOS will be sent to the opponent and displayed on their scre
> en when the mouse is released.
>  c) A persistent LOS will be visible even after the initiating player clicks 
> on the map to end the LOS session, and any hidden counters reappear
>  d) While a persistent LOS is visible, the LOS icon will change to the 'Persi
> stent LOS active' icon. 
>  e) A persistent LOS will dissappear when either player next clicks the LOS b
> utton, and the Icon will return to normal.
> 
> This scheme means all LOS checks will either be persistent, or not be persist
> ent, you can't mix the two. If you need both, you could have 2 LOS threads, o
> ne non-persistent for LOS checks and on persistent for marking attacks.
> 
> Another possible option would be to have persistence turned on by clicking in
>  the LOS button a second time while viewing a standard LOS thread. This the c
> ounters to re-appear as if you had clicked on the map, but the LOS will persi
> st. This is more flexible, but is not exactly intuitive.
> 
> All thoughts appreciated.
>

My two eurocents: I see the LOS thread as a tool, and the "persistent LOS"
sounds like a different mode for the same tool to me. I tend to think that
commonly-used alternate tool behavior should be activated by pressing a
modifier key, say CTRL, at the start of tool use. (What I'm describing here
is the way tools work in image programs.)

-- 
J.

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