Imagine a game not unlike Frozen Synapse, but instead of having to input a sequence of actions for your units - they can move and shoot completely independently. That is, let's say, a robot, where you order the legs to go here, and the upper body to shoot over there, and it executes those two orders simultaneously. With me so far ? Like a strafing FPS player, no ?
But ! What if you can move, and shoot, but if you shoot WHILE MOVING - your maximum movement range is reduced, say, by 10%. How do you go about conveying to the player his possibilities ? What i came up with, let's say you announce the maximum range for just moving, by a colored circle overlay on the ground, right ? Then, you show another, differently colored overlay ring, to show where are the player's limits if he moves and shoots. Easy, right ?
But ! What if, the unit has MORE than one weapon, and EACH ONE reduced the maximum range ? What to do then ? You dont know how many weapons the player will choose to fire. What, make more and more colored overlays ? Its a bit unwieldy and leads to major confusion, wouldnt you say ?
Besides, as a player, imagine, you order your unit to move over there, then select a target, and find that you cant move as far anymore ! And have to fix your turn ! Then you choose to fire a second weapon as well, and yet again your maximum range has shrunk and you are forced to fix everything. Isnt something wrong there ?
The idea is that the player should be able to (ideally and eventually) give the orders he wants without fixing, from the first attempt. Scrapping and starting your turn from the start not because of bad planning, but for the reason of interface resistance - thats baaaad.
Your thoughts ?