Fractal Softworks Forum
Starsector => Suggestions => Topic started by: AxleMC131 on October 22, 2017, 06:35:34 PM
-
Just a thought that came to me, having just started a new campaign game and in the "looking around the system" phase. I went to salvage a debris field and accidentally hit 7 instead of 6, triggering an Interdiction Pulse. Fortunately there weren't any friendly fleets around to irritate, but it made me think that it should be possible to cancel an Interdict to avoid such a situation.
This perhaps wouldn't apply just to accidental cases (like mine), but also to situations where the player starts an Interdict to catch an enemy fleet, but then either the fleet manages to get out of range of the pulse and/or a friendly fleet moves into the range. It might be a pedantic suggestion, but I'd like to be able to cancel a charging Interdict, simply by pressing the ability key a second time.
-
You have a good luck, me, this is happens one time and they dislike that.
-
I agree as well, all the charging skills like IP and Sensor Pulse need the ability to be canceled
-
I totally agree. *** off a Hegemony patrol because I interdicted it instead of scanning for the pirate I'm looking for is unfortunate.
If you're looking for a temporary workaround, I'd suggest putting it on a separate toolbar so you have to switch to use it. Pausing is free, mistakes are not.
-
Agreed, really annoying lol