Originally Posted by smokey

So let me clarify: I never said there isn’t already an indication of how much movement costs, I said it’s a poor implementation in its current format. Aka – I feel there’s a better alternative, and I’m suggesting that this alternative is visually revealing the distance you can travel and how much it costs via a system like xcom2.

Regarding the map suggestions – I haven’t seen anything like what you described, and we’re both playing the same version of the game.

I’m not advocating a ‘hold-you-by-the-hand’ approach to the quest/map element – I specially emphasised that. But there are segments to the questing system (like the location of the quest giver) that could be added for greater clarity, without ruining the puzzle that goes with them.


There are some yellow pins for quests that give you locations, you don't really have to explore if you know where you're going. Not all quests have it, and that's a good thing. The point is you have to look around to find things. Simply being pointed to ruins part of the charm of the game.

As for movement, what you suggest doesn't work. Yes the game functions on something like tiles, but they're not how you think. They work as a function of distance related to your movement capability (notice how some gear, especially heavier gear, has a movement debuff to it?). Every AP grants you a distance to move, centered around yourself, but without restrictions. Every step you move, the next area you move to depends on where you are now as opposed to where you were before, in a circle around you. Because of this tiles simply wouldn't work. They'd be too restrictive, especially when you have to move around hazards.