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Re: Don't Let the Stars Fade Away Wed, 30 May 2007 09:11 Go to previous messageGo to previous message
m.a@stars is currently offline m.a@stars

 
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Messages: 2765
Registered: October 2004
Location: Third star to the left
goober wrote on Wed, 30 May 2007 12:46

I envisaged some kind of tick box mechanism. You check the box if the planet is to be a production centre. You put what you want in the production queue and flag the intention for it to be a long term plan.

Regardless of whether such a mechanism is in place, I'd also really like to be able to update multiple production queues at once.


So, more or less, whip up a "planet report" and tick/select the planets you want, then assign a previously defined prodQ (hopefully including ships, bases, packets...) to all of them. Simple and client-side and handy as should be. Cool

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Again, I'd be happy with something coarse I could adjust. As long as the majority of the links in the network are reasonable, you'd only have to change a relatively small number. I envisage the route lines appearing after the application of some heuristic algorithm and me being able to shift and adjust them.


Something like selecting the planets you want from the Planet Report and tell them "Route to X". Then, as part of the overall "route optimizer/detangler/unsillyfier" assign reasonable intermediate waypoints to those routes. Teleport

I've often dreamed of a lil button that, once I've painstakingly adjusted a ship's route by hand, would allow me to "save route as" and "assign as default" that route for all ships that follow... Deal


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Would something similar work for mineral movement management? You run your mouse pointer/double click over the transport routes for that turn and a little pop up message tells you it's routing such and such minerals to such and such place for such and such production and you can delete/modify them.


Yeah, something derived from the Fleet Report, and dealt with in much the same way as when a "Patrol" ship tells you it's selected a new target. Only the "mineral advisor" would need to tell you why some planet is gonna run out of mins, while the nearby colony has surplus stuff...

As I see it, the "advisor" would point out which planets need which minerals, and suggest the most likely sources for those, hopefully after sorting out most of the simpler 1-to-1 trips where a freighter was available (or at least idle and close by) and then the player would need to decide what to do with the (hopefully few) remaining routes where there's no freighter, or the amount demanded is bigger than the available surplus... Whip

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So it would be more of a mineral management tool/reminder/prompt rather than an actual automated system.


My own thoughts, too, as it would be rather difficult to make it 100% automatic/perfect and player input would be routine anyway. Rolling Eyes

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it's the little things such as that, along with being able to do various kinds of multiple changes that would make the biggest difference to my enjoyment of the game and reflects something Innocence was saying about the UI. I don't want, where possible, to be doing the same tasks, over and over again each turn, when a change to the UI would make it a straightforward one time command/update for that turn.



So true. Nod



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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