|
|
|
|
December 13th, 2000, 01:21 PM
|
Private
|
|
Join Date: Nov 2000
Location: Alabama, USA
Posts: 44
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Want new buttons?
OK, here is something that really irritates me and I am wondering if I am the only one.
When Transferring cargo, Unloading units etc...how many of you want to want to transfer say 500kt. That's hitting the mouse button 100 times!!
Or say you want to build 2, 3, or even 4 Weapons platforms? Can't do it without making 1 a turn, wasting those extra resources that could go into making that 2nd one.
What I would like to see are some more buttons besides the 1, 5, All. There is plenty of room on that screen to provide them. How about a 2, 3, 4, 10, 25, 50, 100, even 500 maybe?
How say you all?
|
December 13th, 2000, 01:28 PM
|
Private
|
|
Join Date: Dec 2000
Location: Portugal
Posts: 16
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Want new buttons?
Well what you say is a good idea.
BUT I think it´s not the time to implement it until other things more important are fixed first.
Let MM first fix what is acting bad or wrong or not even acting and after that, surely it's a improvement very usefull.
Wait for next patch and after it email your idea.
|
December 13th, 2000, 01:29 PM
|
Private
|
|
Join Date: Dec 2000
Location: Portugal
Posts: 16
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Want new buttons?
Well what you say is a good idea.
BUT I think it´s not the time to implement it until other things more important are fixed first.
Let MM first fix what is acting bad or wrong or not even acting and after that, surely it's a improvement very usefull.
Wait for next patch and after it email your idea.
|
December 13th, 2000, 03:58 PM
|
|
Second Lieutenant
|
|
Join Date: Oct 2000
Location: Linköping, Östergötland, Sweden
Posts: 504
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Want new buttons?
I agree something needs to be done. Imo the whole cargo handling aspect of SE4 is way to crude. I mailed MM a very long email with lots of suggestions some time back (before the game was released) that included a more advanced model of handling cargo based on the way it's done in Stars! I also posted it at the SE4 center board as it was before I found this board.
Basically my idea was to copy Stars! cargo handling system as it's imo the best I have ever seen.
Something that is really bugging me in the pbem sim game I'm playing is the inability to tell my mine/sat layers how many mines/sats to deploy. It's all or nothing. So if you only want to deploy 50 out of 200 mines you have to have 2 ships. One to carry the mines and one to deploy them. Most annoying and difficult to achieve the way the game is going.
__________________
You don't go through the hardships of an ocean voyage to make friends...
You can make friends at home!
-Eric The Viking-
|
December 13th, 2000, 07:30 PM
|
General
|
|
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Want new buttons?
quote: Originally posted by Cryptotec88:
OK, here is something that really irritates me and I am wondering if I am the only one.
When Transferring cargo, Unloading units etc...how many of you want to want to transfer say 500kt. That's hitting the mouse button 100 times!!
Or say you want to build 2, 3, or even 4 Weapons platforms? Can't do it without making 1 a turn, wasting those extra resources that could go into making that 2nd one.
What I would like to see are some more buttons besides the 1, 5, All. There is plenty of room on that screen to provide them. How about a 2, 3, 4, 10, 25, 50, 100, even 500 maybe?
How say you all?
This is getting hilarious. Everything I've ever requested is being brought up on the public Boards. All I can say is, email MM because it seems to require proof of mass-approval for even a small change like this to be done. How much work can it be to add a "Move ten" button to the cargo system, after all?
|
December 13th, 2000, 08:17 PM
|
Private
|
|
Join Date: Oct 2000
Posts: 49
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Want new buttons?
Ahhhh...
This thread reminds of one of my pet-pieves. Numerical values that have to be set via buttons. I prefer editable boxes where I can type the number myself.
I hate it in the race designer where I have to hold the arrow down until I get where I want to be. I'd like to just type the value that I want. For building units, it would be nice to just type in a quantity number. Usually, I just pick one turns worth. However, something like Weapon Platforms, I might want to go less than that since they take so much of the cargo space on small planets.
It would be nice to enter an absolute value for population/cargo/unit transfers as well.
Basically, anywhere I have to specify an integer, I'd like to be able to type it.
I'd also like to see thousand separators (based off of the user setting in Windows for international use) used for large integer in a few place, I cannot recall where.
As far as comparing it to Stars!, well Stars! needed a better Cargo system, because you had to have your resource at the planet where construction occurs. Because of the micromanagement of resources in Stars! they had to put that in or no one would ever through the middle game.
What would be really nice is if I could tell the UI to put 50 mines at such and such place and let it use one of the minister controled ships to do it for me. A galactic emperor should tell his empire to mine a warp point and maybe how many to put there, but he should leave it up to the underlings to get it done.
__________________
Commander G
|
December 13th, 2000, 09:52 PM
|
|
Lieutenant General
|
|
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Want new buttons?
have not tried this yet, but some instances of resupplying defenses, mines, population, could be done with the 'repeat orders' button. how about this:
1 - pickup mines from factory world alpha
2 - drop mines at warp point bravo
repeat
for build orders there is always "build one turn, repeat"
and maybe you could handle some of the multiple clicking with ordering 5 pickups, 5 drop-offs, and a repeat. but if you were not planning to repeat, it might not help. maybe others have more experience with this?
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
|
December 13th, 2000, 10:14 PM
|
|
Major General
|
|
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
|
|
Re: Want new buttons?
I don't think you can queue up a remote cargo transfer/launch order that specifies quantity; for instance, if you tell a minelayer to remote-launch (which you have to do if you want to queue up orders and then hit 'repeat'), it'll launch its entire cargo.
For mines, it's not that much of a problem, since the only downside to overkill at one minefield (e.g. > 900 mines... been there, done that, when using the Minister) is that those mines aren't being useful elsewhere. For minefields, it'd be nice to let a Minister handle it, but perhaps pointing out warp points that deserve higher priority, and maybe a suggested minefield size (even global -- e.g. "don't, on automatic, put more than 150 mines in the same square unless all other points of interest have been mined"). Better yet, toggles as to what constitutes a point of interest ('external' warp point between a colonized system and one that's not, 'internal' warp point between two colonized systems, stars, colonized planets, and uncolonized planets. Right now, the minister only mines warp points, methinks.)
For pop, however, I wouldn't dare do an automatic load-pop, filling a transport's capacity. Even a small transport can hold a few hundred million people VERY early on (Seems people are *small*. Figure, what, a colony pod with a cargo I has something like 68kt storage, which holds 34M colonists. If that's ton as in US short ton (2,000 pounds), each colonist weights 4 pounds. ), and a few hundred million every few turns will depopulate many planets quite quickly.
If they add the ability to specify quantity for a remote load/drop/launch, then it'll be much more useful with lower risk...
------------------
-- The thing that goes bump in the night
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|