Order of Battle & UI

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VonSpee
Posts: 5
Joined: Sat Jul 09, 2022 10:03 am
Location: Winnipeg, Canada

Order of Battle & UI

Post by VonSpee »

Hello all,

Some general musings and perhaps suggestions regarding the OOB. When combining and breaking-down units, there is no way to quickly ascertain what size of organization you are looking at on the map. HQs are readily labelled with NATO symbols, but the units themselves do not show their place in the hierarchy without selecting them and checking troops numbers. Also when a unit is selected it is not very clear where it's place is in the hierarchy, say if you have a company selected, it's corresponding designation should be highlighted on the detailed view screen when right-clicking. This would also help trying to track down other companies when trying to group your units. Without being familiar with military structure, it's hard to tell what is what and NATO symbols on unit counters would be helpful for getting information at a glance. Say you break down a battalion into companies the corresponding symbol changes would take place on the counters.

It would also be nice to have the "Show Organization" box available on screen while you interact with the map looking for corresponding HQs and units. As it stands now, you can select something in the box and it will highlight it on the map, but you are unable to interact with the map at the same time. You can pan about with the box open by using the mouse, but if you select a unit in the hierarchy it should center the map on that unit, especially if it is not in your current field of view. Perhaps a "Find" button within the dialog so that you can jump to units and HQs respectively. The Artillery Dialog has this feature but it does not center the map on the unit when it is clicked, rather it just approximates its location on your current level of zoom. A similar thing happens when moving through stacks with the "Previous" and "Next" buttons.

It would be useful if these dialogs were available in addition to the map instead of needing to be closed before proceeding - have them "floating" and moveable/closeable by the player as necessary.
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