Suggested list of changes

The game is great - a real gem. I'd like a make a few suggestions to help polish it up and make it even better.

Most of my suggestions deal with eliminating the dead-time I spend per turn doing piddly stuff. Launching ships, adjusting sliders, clearing my build messages, and sorting lists...They're the little things that add unneeded hours to gameplay.

Even if none of these get implemented...Thanks for making such a great game.

- Nobody

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* Implement "trade goods". A colony set to build "nothing" will take all its credits spent on production and return them to your bank account. (This should only work for production you paid for. Any free production should be wasted.)

* Reduce waste. If my colony has 5 production points left on a project, and it spends 30 production points on the next turn, I lose 25 production points to waste. Instead, why not spend the "free" production points on the project first and then just refund the unused production you paid for?

* Add an option to launch all constructor ships directly into space. (I spend most of my turn manually launching them.) Maybe you could even set a rally point? That way, you could set all your planets in a sector to automatically send their constructors to a starbase. Less micromanagement!

* When you right-click on the title of a listbox (i.e. the Tech's "Tech ID"/"Cost"), have a drop-down menu open up that contains all the selections. (This would be very handy on the planet info-panel!!!)

* The military, social, and research sliders on the economy screen should be lock-able. Setting and freezing one slider would make manipulating the other two sliders easier.

* Increase the number of autosaves. Instead of using only 2 save slots (Autosave & Previous), let the user choose how many autosaves they want to keep. The game would start with AS0, then work its way up to the maximum limit set by the player. After this, it should loop back to AS0.

* Add an option to disable ship move animations. If we select a square to move to, just "teleport" us there. This would speed up the game.

* Add an indicator (colored text?) to the colony production bulletins to show that the colony's build queue is empty.

* Change the format of the colony production bulletins (that appear in the lower right section of the screen) to something like: "Earth just built an Embassy and is now working on a Research Center"

* Have an auto-clear option for the production bulletins to eliminate all built social project messages at the start of a turn.

* When you open up a starbase info-panel, have it show what available modules ARE NOT installed. That way, you know not to send a redundant constructor to improve part of the base.

* All sliders should have a numeric box that allows you to type in what value you want it to be set at.

* The Tribute and Influence numeric boxes on the race diplomacy screen should clear when you type in a number.

* Add an auto-explore option to scout ships. When enabled, the scouts should seek out and eradicate any patches of the "fog of war".

* Add scroll bars into the archived tech description window.

~SDC~
498 views 9 replies
Reply #1 Top
Also...

* Have a list of buildable starbase modules somewhere external to the starbase. (This is a slightly different suggestion.)

- Nobody

~SDC~
Reply #2 Top
Update...

Cari said that the "Active Government Ignores GNN" option only displays build messages when a social queue is empty.

Also, you can clear the build message box by shift-clicking on the first or last entry.

- Nobody

~SDC~
Reply #3 Top
Sorry...First AND Last Entry...

- Nobody

~SDC~
Reply #4 Top
Actually you have to shift click on the first and the last one. It needs to remember to hide the scrollbar, and I'm still trying to figure out where to put that kind of functionality into the interface.
Reply #5 Top
I just found that the slider bars are controllable by your mouse scroll wheel.

It would still be nice if you could lock them, though...

~SDC~
Reply #6 Top
Auto-lauching constructors could backfire if the planet building them is under siege, but has a good garrison.
Reply #7 Top
You can also use the scrollmouse button to zoom on the minimap and tactical map, and of course it works for all sliders and scrollbars. (But sometimes the focus is a bit odd if there are lots of sliders close together, like on the trade screen; the code takes whichever one it thinks is closest, so sometimes you have to go just above or to the side.).
Reply #9 Top
Cataleptic,

Sure, your enemies could ambush your constructors. That's when you turn the option off. :P

Cari,

Would adding text boxes for slider percentages be possible at all?

- Nobody