What UI/interface/visuals is FE still missing? Post your ideas here.
Here's my list so far:
Strategic
*When a unit finds something or an event occurs, the camera jumps to the next unit, rather than finishing with the original unit that triggered that event. Very annoying.
*Path finding should have a draggable path to change the path a unit takes. That and/or way points, where you can select points you want a unit to visit. For now this would help address the poor pathing problem, but either of those would be good UI elements to controlling unit paths.
*Rally points. The AI gets rally points! (and Brad told me to say this).
*Better prestige visibility. Right now my cities' zone of control just somewhat randomly increases. I can't predict when it might happen, and I also can't tell how much more is needed for it to increase or the impact different buildings/items/spells might have on that. One idea might be for it to have a progress bar for each city, similar to Civilization games' culture. I could tell how much was being produced and predict when it might increase next.
*Locations you capture, like mana shards, mines, horses, etc. need to tell you in advance their benefit, construction time and maintenance costs (if any). Right now, you click Build, it gets inserted into your city's build queue, and you have to go there to find out how long it takes to produce.
*An idle city's ZZZzzz... notice is too easily missed. It needs a notice on the right side or some other visual identifier, just like other notifications.
*The fog of war is a bit too thick, making it difficult to remember where a discovered resource was located. There's a menu option in the UI for Fog of War brightness, but only on the cloth map (not 3D view) and even that doesn't seem to do anything right now. How about an option for this in 3D?
*Special damage types (elemental, piercing, etc.) for enemy units should be identified easily, perhaps through icons for each type. If there's going to be a system of bonuses/weaknesses, it needs to be displayed easily so we can tailor our attacks based on that information.
Tactical
*Display of terrain bonuses (if they exist) in tactical combat, and not just as tooltips. If terrain will give an advantage/disadvantage, terrain needs to display those bonuses.
*The types of damage/defense and how they factor in. For instance, if I have a piercing weapon and I can attack two enemies, one with a vulnerability to piercing and one without, I'd like to see that displayed other than just the end result.
*I can't tell approximately how much damage a specific enemy might cause a specific unit. I should be able to select that unit and then select my unit to tell how much it might get hit for.
*After combat or upon an event, the mouse cursor stays as the previous pointer type (movement, attack, etc.) instead of being a regular pointer cursor.
*After winning a tactical battle, I should be able to highlight my spoils of war to view info about each item. Instead, I can only click OK.
What are your ideas for info/polish?