I don’t see what the differnence would be to today’s system. You already
have individual control over soldiers, but not other hearthlings. Does
it really matter how that control is executed? I don’t have a way to
move my carpenter atm and I wouldn’t have in the future. What’s the big
difference?
In the field of user experience, designs distinguish between interactions that are global to the scope of the program, and interactions that are limited in scope to certain elements. Called another way, global context, vs specific context.
Examples of global context: in Windows, double click “goes deeper” (opens programs, folders, etc), and right click opens a context menu. In web browsers, left click navigates links. In Starcraft, boxing over the ground selects a group of units, and right click moves them. In Stonehearth, clicking on a unit selects it.
Examples of specific context: in windows, anything that happens as the result of a right click menu, in Stonehearth, any operation that is done from a unit’s “unit frame” like placing a specific chair or ordering a military person to attack a specific enemy.
If you take something that is usually understood to be global behavior, like RTS style commands, and apply it to only some elements, you break a fundamental understanding between the user and the program. Some people, perhaps like you, who use the program a lot, and understand the model and why the design element was applied will be able to get by, and may even enjoy the optimization, but new users or people who aren’t there for every step of the process tend to express confusion. If we implemented box select and right click to move for just some classes, I would fully expect most players to expect them to work on all classes, and be confused/upset when they didn’t.
If you MUST have two different kinds of global context interactions in a program, perhaps because you have a limited number of controls or buttons, the standard design solution is modes: in this case, a fight mode and city planning mode, and you toggle between them with a button, or they happen on two different maps. This is why Final Fantasy has a fight screen, and an overworld screen. Modes are considered design compromises, because you must teach two interaction systems, and basically, design and implement two different programs. (You may not prefer playing Chrono Trigger, but gee is the design of it’s integrated exploration/combat beautiful.) From a tactical POV, it also requires a bunch more code, more edge cases, and more bugs.
TLDR: there are many established design reasons to be cautious of combining interactions of different global contexts, and many reasons to avoid modes when possible. For SH’s combat, I’m not yet convinced that we are out of viable better options.