Well, it does do something -- if the soldier list is longer than one screen's worth, the mouse wheel scrolls the list. If the changeValueByMouseWheel option is set to a value greater than 0, then scrolling is usually disabled when over the up/down buttons and it changes the values instead. What you are suggesting is similar enough to this feature that it might fit in, but even changeValueByMouseWheel is controversial due to the "unexpected" behavior of not causing the list to scroll "sometimes". Moving soldiers with the mouse wheel has the same potential for confusion.
Yeah, you're right, it does do something in the screen itself, it scrolls the list - UNLESS the cursor is over the arrows that move the soldiers up or down. THEN it does nothing. I have changeValueByMouseWheel set to 4 and still the mouse wheel does not scroll my long soldier list when I'm over those arrows, and that's fine, besides I'd also not want a soldier moved 4 spaces per wheel-spin. I'd rarely want to move a soldier up or down by any more than 1 at a time ever, but scrolling up or down by 4 is helpful. I recently learned of the right click function in that screen (never even thought about it until Aldorn mentioned it) and that adds something, but not the quick precision I'm after. My idea involves the mouse wheel moving a soldier one space up or down exactly like a normal click on the respective arrow and ONLY when over the arrows (like how scrolling the mouse wheel up a notch over an up OR down arrow in the buy screen will increase a value but otherwise scroll the list).
This is really only for clarity. I just hope I didn't make it more confusing.
I tend to ramble.
Further thoughts on the Engineers fixing planes; maybe a damaged plane is a temporary manufacture type thing with each point of damage taking 25 Engineer Hours to fix. (This would roughly translate to the work it takes to make a complete craft from scratch; every 22.5 EH on a lightning adds 1 HP, and every 28.33 EH adds 1 HP to an Avenger in manufacture, I'm thinking 25 is a good middle ground.) This manufacture project would be accessed via a button on the damaged craft's screen, taking you to a small dialogue to simply assign free engineers to the craft, and they start working on fixing the plane.
I further postulate:
1. is just a whine for more and more unneeded "convenience" that wouldn't be worth the time to code. What's there now is perfect for 1.0 and I shouldn't expect or ask for more. It was just a thought I had.
2. The ability to manually name the bases ourselves would, I believe, be the easiest to code in without needing to add triggers and automatic functions for counting floater bases vs sectoid bases. When we know the race, we name the base. We could even give them ominous names, like Waspite Nest or Snakeman Laboratory.
3. is also unneeded for 1.0 imo. I just have to be really f*ing careful with my Avengers, they can take too much damage and be useless for a month. Should let my Firestorms take the hits instead, send them in first. That's X-Com, baby!
4. just seems to me like good record keeping. It shouldn't be dependent on whether the limits are strictly enforced imo, if the info can be shown why not always show it? It makes the base info screen look... um, more informative.
Maybe make it only show up when a base actually has an Alien Containment facility? I can only imagine coding hell coming from that idea. Sorry. Unnecessary. IGNORE ME!!