These party formations would be very helpful.
I used the hopscotch crosswalk in the Blighted village to try and and clarify what I want in an image...
![[Linked Image from i.ibb.co]](https://i.ibb.co/vx6JZ1p/formations.png)
1. Wedge: similar to what we have currently, but tighter, and where the position of each party member within that formation is determined by their leadership order (order of the status portraits). Top Left
2. Short Line: single file path. All party members attempt to trace the leader's steps. Top Right
3. Long Line: also single file path. Here the scout walks point but at a further distance, with the rest of the party holding back at a remove before following after. Bottom Left
4. Square: This is effectively our formation for walking 2 by 2, or to circle the wagons. In order for it to work properly, the circular marquee needs to have each party member's space overlapping. Currently you can get 3 inside the space, but not 4 (note Wyll is outside Lae'zel's circle). Bottom Right
Just like we can about face and change direction with a selected character (provided they're not stuck on hazardous terrain) party members should be able to switch formation or position (1-4) within that formation, by passing through friendly space. Meaning we shouldn't need to jump to get around a controlled teammate or take extra movement to get into position by travelling the long way round. Instead everyone should appear in ghost mode while this is happening, similar to the action preview we see before you click confirm for an attack or jump etc. Unless there are hostiles within the space we shouldn't be hindered from passing through a teammate to say enter/exit a doorway, climb up a ladder, or do things of that sort.
Of course there are other formations, but these would be the most common I think and the most useful for the current default party size. When combat ends, the game should remain in Turn Based mode, with the party only forming up in position again after a manual confirmation. This is to avoid downed party members bleeding out or running into environmental effects, traps, accidentally hitting a ladder and getting thrown in jail, just from trying to line up, that sort of stuff. Mostly formations would be a non-combat/exploration movement type thing. Once the battle is joined, or TB mode is engaged, it's relatively simple to issue commands, this is more like QoL for everything that happens outside combat, which is still the majority of the game. This one still needs some love.