You can configure hotkeys however you like, so its not a big deal. There is some logic to these buttons though: L launches units, O loads cargo remotely, K drops cargo remotely. The keys are all together on the keyboard; Aaron apparently felt it was better to group these cargo orders than make other commands with the same first letter use those keys. The other option is to put drop cargo on D and self-destruct on a random key like K, which seems to have more issues overall than the other way around (loss of grouping of similar orders). You can't put every order on a hotkey that matches the first letter; there are too many orders with the same letters.
Its not like most games tend to map every key to the first letter of the command anyways; E for jump/fire in shooter games and ("action") rpgs? WASD to move?
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Makinus said:
(i´m making any kind of sense?)
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Not really, since the interface still presents all of the data in practically the same way as SE4 (spreadsheet-like report screens, basic details in the planet info box with more detailed info on clicking, etc.); it just has a crappy button panel, some excessive confirmation buttons, excessive component slots, and such. None of its issues seem to detract from seeing the game's depth and complexity, to me, but rather from its playability.