Summary
Why are we waiting? Seriously, when the little fire worms squiggle slowly to their destination, and they stop… it shows them wiggling in place for about 2 seconds, like really just two seconds of a worm sitting still. Consider there are literally dozens of worms in some levels, and it becomes an ugly nature documentary on flammable maggots, every turn. Some of the aliens are pretty cool to look at, but a good horror piece doesn’t make you stare at the monsters till you get bored.
Your Heavy’s flight through the air is not ballet, it is not poetry, it is only very slow and annoying to watch. In general, I wonder if all the characters should move maybe 50% faster, like speed up their animations. They just don’t seem in much of a hurry, despite being under fire. Speeding them up might also mean more shots miss during overwatch, which seems good to me.
Everyone wants this fixed, and here are a few ways of doing it.
Skip
Allow us to skip the animations.
Maybe you’re not set up to do that, though. In that case:
Speed Up
Allow us to fast forward through this. Easy solution, most every turn based game has learned to have this. Many let you turn off animations.
Of course, the best solution during your turn would be:
Continuous Orders
In Xenonauts, you can tell someone to run somewhere, and he’ll go and do it. At the same time, you can select the next guy, and tell him to run somewhere. When you get good at the game, you can have six guys all rushing to their destinations at the same time, and watch them all reach their points of cover in sequence. It’s really satisfying, and it doesn’t waste your time. It allows you to keep focusing on the tactical, too.
Now, you can still use the follow camera that breaks player control, for specific moments. If the game calculates that you’re going to spot an alien and come to a stop, for example. This will make the Follow Camera tense, as we know something is about to go down, including our guy getting shot by Overwatch.
Great solution, would recommend (I did, in fact).