Author Topic: 3.1 Suggestions  (Read 10858 times)

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Offline Kurt

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« Reply #60 on: July 24, 2008, 10:39:22 PM »
While fiddling around with my Campaign, I had several thoughts:

1.  It might be nice to have a "center" button on the system map, so that if somehow the map gets off center, or you are disoriented as to your location, you could press the button and it would center either on the central star or the currently selected focus.

2.  Would it be possible to give the player the ability to assign a color to each race, so that that race's ships, once they are identified as belonging to that race, would appear on the system display in the color?  

Kurt
« Last Edit: December 31, 1969, 06:00:00 PM by Kurt »
 

Offline Erik L

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« Reply #61 on: August 25, 2008, 01:57:42 PM »
F8 screen.
When selecting weapon systems to assign to fire control, allow more than one to be selected.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L

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« Reply #62 on: August 25, 2008, 01:59:10 PM »
Some more brainpower in the civilians.

Have the routine check for suitable colony sites prior to embarking colonists.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L

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« Reply #63 on: August 25, 2008, 02:09:45 PM »
Ability to sort shipyards by name instead of just tonnage. I've been naming mine MY-x, CY-x, SY-x (military, civilian, general purpose) and I'd like to group them on that basis.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L

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« Reply #64 on: August 25, 2008, 02:43:01 PM »
Fairly certain it's been said before.

Civilian ships should have active transponders at all times (or some other means of id'ing them).
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L

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« Reply #65 on: August 25, 2008, 02:52:59 PM »
On the Ship Class screen, Component Summary tab, add a column for repair parts so we may more accurately judge total spares needed. (it sucks having a 300 part item go out, and you only have 298)
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L

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« Reply #66 on: August 25, 2008, 03:09:00 PM »
Maybe add a default priority to a shipyard. That way any task by that yard gets set to that priority.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L

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« Reply #67 on: August 25, 2008, 04:11:55 PM »
When a yard is capable of performing a refit to more than one class, make the tooled class the default instead of alphabetically...

(Wanders off to refit a bunch of ex-DD's back to DDs from FT)
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L

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« Reply #68 on: August 25, 2008, 04:33:30 PM »
Maybe instead of the (or in addition to) the 20/10% supply point levels, add one "If supply drops below threshold needed to repair largest item"
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L

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« Reply #69 on: August 25, 2008, 06:59:55 PM »
Filter out civilian fleet messages. Some of them at least. I'm tired of seeing them not find anyplace to dump colonists.

On the plus side, I've considered scrapping my own colony fleet as superfluous.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L

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« Reply #70 on: August 25, 2008, 09:53:14 PM »
A summary of task groups showing location and current order. Not necessarily a ship breakdown, just something I can see Grav Survey 1 in System X, Geo 2 in System Z, Cargo in System Y, etc...
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L

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« Reply #71 on: August 25, 2008, 10:12:10 PM »
Make it so I can't upgrade the civilian ships. I think the civs should do that themselves...
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L

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« Reply #72 on: August 25, 2008, 11:04:48 PM »
Don't allow mines/automated mines on an unsurveyed world produce minerals.

Dropped some automated mines on a world in prep for colonizing, without realizing I'd not surveyed it. Now, because of the mines I know there is Duranium, Neutronium, Vendarite, Sorium and Gallicite.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline ZimRathbone

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« Reply #73 on: August 26, 2008, 07:39:18 AM »
Introduce Ship upgrade paths similar to that in SA ie each Class can have a preferred upgrade (once its set as obsolete?).  

If a shipyard is capable of building the preferred refit class, when you select Refit From Explorer-A  the Refit To defaults to Explorer-B.  It should still be possible to select another class buildable by a shipyard (in case you REALLY want to refit your Explorer-A to a Small Freighter)

Mike
« Last Edit: December 31, 1969, 06:00:00 PM by ZimRathbone »
Slàinte,

Mike
 

Offline Erik L

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« Reply #74 on: August 26, 2008, 08:50:34 AM »
Quote from: "ZimRathbone"
Introduce Ship upgrade paths similar to that in SA ie each Class can have a preferred upgrade (once its set as obsolete?).  

If a shipyard is capable of building the preferred refit class, when you select Refit From Explorer-A  the Refit To defaults to Explorer-B.  It should still be possible to select another class buildable by a shipyard (in case you REALLY want to refit your Explorer-A to a Small Freighter)

Mike


I don't mind the yards being able to build/refit the other classes, I just wish the dropdown has the tooled class as default. If I pick the yard for my DD, I'm most likely looking to build a DD, not a freighter ;)
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »