Back with some more suggestions. Apologies if this is too many or, if like last time, I ignorantly suggest things that are already possible or present in a different form.
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QOL/UINaval Organization Menu: Allow shift-click or ctrl-click to select multiple fleets that we can then drag and assign to a new fleet.
Multiple Menus: Allow resizing of column width. I noticed I can't read which ELINT module I'm adding without clicking or hovering. Might be an issue for others, as well.
Naval Organization Menu: Ability to ‘pin’ or locations, fleets, etc to the top of Movement Orders list. Could be implemented by allowing rt-clicking on an item in the Movement Orders list and selecting ‘pin’ from a context menu.
Naval Organization Menu: Ability to edit items in the middle of a queue – such as quantities picked up/dropped off
Research Menu: - Previous Suggestion: To add to a working scientist’s queue, enable drag+drop research from bottom list up to ongoing research
- Additional Suggestion: Enable drag+drop a free scientist from bottom list up to ongoing research to replace the previous scientist.
Intelligence and Foreign Relations Menu: All the event log communications notifications with each species, and possibly other notifications, could be kept and sorted here.
Events Window: Ability to assign custom color to Retirements and Commander Health announcement
only if they have an assignment.
Class Design: In the large right-hand window showing the current class build, add tool tips when you hover your mouse over different stats and components giving you more information about them. Such as what PPV or TH means. Additionally, if someone clicks on an added component in that window, have it be selected under the components window to the left – similar to selecting a Commander on the left after you’ve clicked a commander search result. These tool tips could also be carried over to other areas of the game where the class build is shown, such as when you click on an individual ship in Naval Organization showing class data below.
Economics-Research: When a technology research project is created, list any subsequent technology it will unlock in a different color below so that it can be queued for the same scientist. If there is concern that this would be some sort of spoiler for new players, have a setting that seasoned players could select to enable this feature.
New Feature SuggestionsEconomics-Civilian/Flags: Conditional shipping contracts. Allow setting conditions to add supplies or demands automatically. For example, set a condition at Earth where if the number of DSTS > 100 then add any X DSTS to supply. Would be even more useful if minerals, MSP, or fuel could be added to shipping contracts.
Complex Technology/Research: Create some new technologies, and convert some old technologies, to be Complex Technologies. Complex Research would require multiple scientists, and benefit from adding scientists from other specific fields. A Complex Technology could have a primary field, and secondary/tertiary fields. List the Complex Technology with its primary field, but after its Research Cost include a letter/indication for its other fields.
As an example, to add flavor to why shields are self-powered, instead of:
“Alpha Shields 1,000”
you could list:
“Alpha Shields 1,000 P”
with P noting that a Power & Propulsion scientist is needed. The supporting scientists could grant a fraction of their research bonus and labs. To balance any old techs becoming Complex Techs and suddenly getting these potential bonuses, their costs could be adjusted.