Please do keep the thread on topic. I respect that some people like the scaling, but this thread is not aimed towards improving the scaling, but to request a scrollable battlefield. Also, it's totally fine to argument against any suggestion, but please base your arguments on facts and real information when doing so. I'm sorry to say, but many of your statements (if not all) makes no sence at all.
First, implementation of click-and-drag method would require a lot of programming, and we all know that FoE has the best in the world designers, but only amateur programmers
Imagine how many new bugs will appear with click-and-drag.
No, it would not require a
lot of programming, and I'm talking from my own experience. The Click-and-Drag feature already exists ingame in the city view. Implementing this for the battle view would mean mostly copying of old functionality and then adjust it for the corresponding methods and classes in the battle view.
Second, click-and-drag technique would lead to frequent "misclicks", when you wanted to drag the battlefield, but instead clicked and your unit moved to a random spot. Imagine frustration caused by such "misclicks".
It would be really great if you could read the opening post before answering. I'm not asking you to read all replies, but reading the OP isn't too much requested, to be honest. I'll answer this by quoting myself from my OP-post in
this thread:
[Note] For the ones that think that this will cause a too high risk for "accidental clicks":
There's loads of ways to don't risk to click by accident. For instance, you can click-and-drag on a piece of water, there you won't be able to move or attack by mistake. If there is no water, which is pretty rare, you would always click-and-drag on a square that is outside your current selected units moving range and not on top of a hostal unit. There will then be no risk to click by mistake.
Third, larger number of hexes with "click-and-drag" maps would increase load on servers (larger lag) and probably would require modification of AI. Devs pretty much nailed AI in the current version, but I doubt it will work as well with larger maps.
Do you really think that each hexagon communicates with the server? If that would be the case, the game would be unplayable for players with slow internet connections with the small grid we use today. This just shows that you lack knowledge about how game-to-server communication is constructed, still you decide to use it as an argument...
When a player attack someone the players client asks the server (database) about what 8 units that is stored in the defenders army. Then the battle start. The AI runs locally on your computer. When the battle has finished, functions get called to register values depending on the battle result. The attackers casualties, score etc. If the player bails from a battle, a temporary log is stored on the database which holds all units current positions. That is just an entry with 16 values, 1 for each unit. A battle replay is stored as an array with 16 values. So, a battle with 10 turns would result in an array consisting of 160 values (16 values * 10 turns).
So, as you see, the size of the grid does not affect the server load because the updating and drawing for a battle is run
locally (on your computer). A larger grid would require a faster computer though, that's why I suggested to keep the scaled battlefield as a low-spec alternative.
Fourth, and most important one: Scaling is a permanent solution. Devs can add now any number of ages, with ever increasing scaling ratio. Click-and-drag can, probably, work in PE, although trying to move your unit in attacking position while keeping it out of the range of another unit could be difficult sometimes. But in the next ages (where, supposedly, units will have even larger ranges) it would be absolutely impossible - you can't fight if you see only 10% of the battlefield.
Once again, you're thinking the direct oposite.
Scaling is a
TEMPORARY solution. Currently 1 PE square is 1.5 "ordinary" squares. This means that the range of a non-PE unit is divided by 1.5, and then rounded up, on a PE-battlefield. Some examples below:
Rifleman: 8 squares / 1.5 = 5.33 = 6
Jeager Infantry: 6 squares / 1.5 = 4
Grenadier: 2 squares / 1.5 = 1.33 = 2
Ok, this works with the 1:1.5 scale for PE. What happends in later ages if they want to use a 1:2 scale? Let's see:
Rifleman: 8 squares / 2 = 4
Jeager Infantry: 6 squares / 2 = 3
Grenadier: 2 squares / 2 = 1
Problems already occurs when they will use the 1:2 scale, and you call this a permanent solution?
What will happen when they use an even larger scale? 1:3? 1:4? Oh btw, when they use 1:4, mounted archers will become melee and snipers will get a range of 3...
BTW, everyone can try kinda click-and-drag method right now - just resize your browser window so you'll see only half of the battlefield. Then try to fight constantly scrolling the battlefield.
Not really. If they make their browser window smaller, they will get a visual grid with a width of just few squares, which would result in massive scrolling.
A full sized window scrolling would have a width of 23 squares. 23 squares width would allow a player to see the full range of all units, even artillery have just a range of 15 squares. This means that artillery would be able to have a range of 25-30 squares, and the scroll system would still work well, because the range is painted on the ground, so it's not necessary to see the current unit in the viewport.
What is really needed is a better highlighting in the battlefield. We should be able to see attacking range of enemy units, not remember stats (and, now, - scaling) and count hexes.
Please read my previus post. I respect that you like the scaling, but please keep this thread on topic. This threads purpose is to request a scrollable battlefield as an alternative to scaling. If you want to suggest improvements to the scaling, please do create another thread for that.
Once again I would like to point out that I'm not saying that anyone is wrong here. We all play the game in our own ways. Some like scrolling, some like scaling. But please stay on topic, this is not the place to discuss improvements to the scaling.
Therefore, a begging Please to the devteam: Could you
please add a click-and-drag scroll to the battle view? It would be a great addon for the game