There have been quite a few small annoyances in the Wargame series and pathfinding is one of them - or to be precise the ability to not see what the AI is going to do.
Please, please give us drawn path lines, like in many other RTS's! Maybe not on by default, but shown when a hotkey is pressed. It's important to see where your unit is headed. In many cases you order units and you forget where you ordered them to go, or half of your units decided to split to two different roads because some units think their route is 0.01 seconds shorter.
All that could be forgiven if we'd see the AI's planned routes. In Wargame also the ordering of units was sometimes problematic as you couldn't control which spawn was used - it was always the nearest one to where you decided you need that unit, which led to microing by first ordering the units to the spawn or near the spawn you want to use and then when they appear, re-ordering them to the destination. Again, this could be forgiven if we'd see the path the unit would use to drive to destination when we're about to spawn the unit - then we'd at least immediately see what was going to happen.
It's small things together that make games great. I hope Eugen pays attention to fixing these UI/UX issues in Steel Division.
Please, please give us drawn path lines, like in many other RTS's! Maybe not on by default, but shown when a hotkey is pressed. It's important to see where your unit is headed. In many cases you order units and you forget where you ordered them to go, or half of your units decided to split to two different roads because some units think their route is 0.01 seconds shorter.
All that could be forgiven if we'd see the AI's planned routes. In Wargame also the ordering of units was sometimes problematic as you couldn't control which spawn was used - it was always the nearest one to where you decided you need that unit, which led to microing by first ordering the units to the spawn or near the spawn you want to use and then when they appear, re-ordering them to the destination. Again, this could be forgiven if we'd see the path the unit would use to drive to destination when we're about to spawn the unit - then we'd at least immediately see what was going to happen.
It's small things together that make games great. I hope Eugen pays attention to fixing these UI/UX issues in Steel Division.