In FTL, tables (etc) used what is now known as a gesture menu. You hold the mouse button down (with the hand on the edge of the table) and then move the mouse to select the eight choices. It was fast.
In RTC, you click on the table and get a menu on the side. And it's not the full eight choice menu - you have to step through several sub-menus to find the action you want.
The FTL gesture menu was real-time. Maybe freeze the engine for the RTC menu?
There are some places in the game where you need to grab and move a table or lamp to block an approaching enemy. In RTC, the party will be dead before the menu selection can be done.
Tables & gesture menu
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Yet Billgus has a point there - The submenues ARE a valuable addition to the game, but the way they are handled now is very impractical and unergonomical. Previous suggestions from me to improve that didn't seem to be good enough either to make it into the game, but well, here's another one:
How about having Tabs with a short name above the 3 usual actions to switch between certain sets of 3 actions (although I'd still prefer 4 actions, even with tabs)? So you with the tables you could for example quickly switch between the menues "Move", containing push & pull, "Side", containing option to move the table to the left or right, and "Spin", containing options to spin the table left or right.
A dungeon designer could also use such tabs to make submenues like "Magic" for the spells contained in a staff, "Fight" for swing/parry, and "Do" (named after the Do skill of Mage the Ascension because it is shorter than "Unarmed") for kick/throw/warcry.
Other suggestions to make the handling of submenues more practical?
How about having Tabs with a short name above the 3 usual actions to switch between certain sets of 3 actions (although I'd still prefer 4 actions, even with tabs)? So you with the tables you could for example quickly switch between the menues "Move", containing push & pull, "Side", containing option to move the table to the left or right, and "Spin", containing options to spin the table left or right.
A dungeon designer could also use such tabs to make submenues like "Magic" for the spells contained in a staff, "Fight" for swing/parry, and "Do" (named after the Do skill of Mage the Ascension because it is shorter than "Unarmed") for kick/throw/warcry.
Other suggestions to make the handling of submenues more practical?
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