I need UI feedback on my RTS tactical pause mechanic – numbers vs something else?
Hey everyone, I'm currently working on my RTS game called Ironfields. It’s heavily inspired by classics like State of War, and I wanted to share a quick look at the Tactical Pause mechanic.
You can pause the game at any moment to plan your next moves, issue orders, and manage the battlefield without the real-time stress. It’s completely optional—if you prefer pure real-time action, you don't have to use it at all.
Need some feedback on the UI: As you can see in the video, I'm currently using numbers to show which units are heading to which targets (tanks get a number assigned based on their destination goal).
How would you visually optimize this? Note: Drawing movement lines/paths on the ground isn't really possible here, because the pathfinding dynamic changes during movement and target cells are assigned right when the tanks arrive. Would love to hear your ideas!
Please note: Everything you see is a Work in Progress.
If the game looks like your cup of tea, you can check it out and wishlist it here on Steam: https://store.steampowered.com/app/4700280/Ironfields/