Display building power requirements when placing

KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
Basically when you drop a building, you have no clue whether or not it will have power from my understanding.

What if it has an orange highlight, or there is some No-Power decal below it designating that if the commander builds there, there will be no power.?

Comments

  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    I see no reason why this isn't going to be implented
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    <!--quoteo(post=1867219:date=Aug 7 2011, 02:16 PM:name=subshadow)--><div class='quotetop'>QUOTE (subshadow @ Aug 7 2011, 02:16 PM) <a href="index.php?act=findpost&pid=1867219"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I see no reason why this isn't going to be implented<!--QuoteEnd--></div><!--QuoteEEnd-->

    Agreed, but after I saw someone make the post concerning a game timer, which of course I see no reason why it wouldn't be implemented, I figured, may as well make the thread just in case.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    +1

    This is very annoying when it happens as their isn't always a clear distinction between powered/unpowered areas. In particular, I'm thinking of the intersection of reactor, crossroads, and surface access on summit. Part of that hallway is lit/always powered and the other is lit/unpowered.
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