It's not really about getting rid of 'views' as such - more to do with experimenting with splitting areas of control more sensibly, from an operational and 'planning-ahead' point of view! Thing is with switching views...you should really be doing that anyway, to see what's heading your way
. So, working the area around the boundary of two screens, means you only have to keep an eye on those two, instead of looking at all three
. Makes sense to me anyway
.
Good game anyway - not done that for a while now! Makes a bit of a change from pulling levers and ringing bells
hock:
.