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May 29th, 2001, 03:40 PM
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Major
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Join Date: Dec 2000
Location: Northern Virginia, USA
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Re: Build queue
quote: Originally posted by capnq:
Your Doomstar ploy sounds like an exploit to me. I don't think one should be able to freely transfer resources from a partially completed project to to a new one.
A better alternative would be to be able to put individual queue items on hold, keeping the resources already spent with that project, but allowing other items to be added to the queue before the one on hold.
Yeah! Good thinking, that. Could be implemented by allowing you to "mothball" a partially completed ship/facility (thus incurring cost to mothball/unmothball - it shouldn't be completely free to stop work & restart later). Pausing build on mines/fighters/sats would be more complicated; the game would have to track how many units had been completed, based on materials spent, and then let that many units appear. The rest of the units would be finished when the queue got back around to them... Weapon platforms may have to be tracked the same way, depending on whether you can complete more than one in a single turn.
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May 29th, 2001, 03:52 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: Build queue
I thought of another way to implement this: rework the individual build queues to the same format as the Research and Intelligence projects windows. Then you could put the entire queue on hold, insert new projects ahead of partially completed ones, and divide resources among multiple projects. Only downside to this approach would be the current 12 project limit that Research and Intelligence has.
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Cap'n Q
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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May 29th, 2001, 04:38 PM
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Corporal
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Join Date: Dec 2000
Location: Irving,tx,usa
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Re: Build queue
This feature was actually recently taking out of SEIV.
In earlier Version you could replace the top item in the queue or edit a new design that had not completed building yet to allow you to start building a higher tech ship that you did not have the tech for just yet.
Now you cannot change a design that is in any queue and if you replace the first item you lose all production towards it.
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May 29th, 2001, 04:47 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Build queue
I like the spreading out of the construction like research and intel.
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May 29th, 2001, 05:04 PM
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General
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Join Date: Mar 2001
Location: UK
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Re: Build queue
Well what about the system usd in SEIII? That was great.
You were able to move partially completed projects up and down the construction queues, and even from one queue to another if you had >1 shipyard in the sector.
OK, ship construction is different now (ie partially built ships are "invisible") but with some work I don't see why the old system couldn't be updated, modified and applied.
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"Pinky, are you pondering what I'm pondering?"
"Uh, I think so, Brain, but balancing a family and a career ... oooh, it's all too much for me. "
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May 29th, 2001, 06:35 PM
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Re: Build queue
Anything would be better than wasting yard time. That stinks.... Another thing I would like is the ability to retrofit a base yard without losing the points accumulated on the current project. Important early on, but not a problem later when the design is mature. It would be nice but I can do without it...
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May 30th, 2001, 10:23 AM
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Corporal
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Join Date: Feb 2001
Location: Vienna, Vienna, Austria
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Re: Build queue
I also liked the building system of SE3 much more. Sniff.
Maybe MM did not know the old motto: dont fix an unbroken system.
bye
Klaus
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