Don't Destroy All Units Upon Recall

Hi,

Simple suggestion to change the "Recall Vote" function so that it doesn't destroy every building on the losing side's game.

4249718e-ded8-4d15-ac22-ece3fbdde163-image.png

Example of destroyed bases after recall.

It makes it sometimes difficult to analyze what exactly was going on before the game ended, up to a point where you end up taking the last few minutes at simspeed -2 swapping between perspectives looking at what everyone was up to since you can't swap perspectives without sim speed until the end of the game, and at the end of said game when you are freely capable of doing so nothing remains.

Thank you.

Please don't because in lore in the recall you destroy all your buildings just like when you lose.

Op just go to the replay.

@veteranashe said in Don't Destroy All Units Upon Recall:

Please don't because in lore in the recall you destroy all your buildings just like when you lose.

Op just go to the replay.

But it doesn't have to be instantaneous. Recall, units become inactive, and are self-destroyed behind the scenes after several seconds. Lore untouched.

OP is literally describing the problem with trying to watch the replay

Seconding the suggestion.

"Design is an iterative process. The necessary number of iterations is one more than the number you have currently done. This is true at any point in time."

Newest map: luminary.png

See also this pull request on Github. The delay should be sufficient to accommodate this suggestion

A work of art is never finished, merely abandoned