Author Topic: Suggestions for 5.7 and beyond  (Read 26010 times)

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Offline hikkiko

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Re: Suggestions for 5.7 and beyond
« Reply #75 on: May 24, 2012, 12:21:33 PM »
I would like to suggest to move the center of the map closer to the bottom right corner of the window.  It will improve playability in small size window.
 

Offline MehMuffin

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Re: Suggestions for 5.7 and beyond
« Reply #76 on: May 27, 2012, 09:27:00 AM »
It would be cool to have a small 'Emergency Jump Drive' that allows a ship to jump using a much smaller jump drive than normal, but no squadron jump and 0k jump radius. However, it would consume a large amount of fuel and be 'burnt out' after a single use, and require a overhaul to function a second time.
 

Offline TheDeadlyShoe

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Re: Suggestions for 5.7 and beyond
« Reply #77 on: May 27, 2012, 08:03:12 PM »
@ Unlimited - I think, but I'm not sure, that a world's civilian infrastructure production already goes to its own needs if it needs infrastructure.

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After I've explored a good number of systems, it becomes very difficult to keep track of what systems have salvageable wrecks in them. It would be nice if there were some sort of highlight for this.  Currently I highlight such systems as having "Alien TGs", but this is fallible.
 

Offline ollobrains

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Re: Suggestions for 5.7 and beyond
« Reply #78 on: May 27, 2012, 11:17:50 PM »
or mark it as wreck abc in the got menu
 

Offline ollobrains

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Re: Suggestions for 5.7 and beyond
« Reply #79 on: May 28, 2012, 12:26:54 AM »
Another idea is recently in science journals there has been some talk of exosolar planets that may not have a host star.  This could be for aurora as well as TN and aurora 2.  And that if they get close to another star that the gravity could capture new planets and become part of the solar system ( same goes for newly discovered comets) given that mineral supplies are fixed in game is there a way for a rarish event for planets and perhaps tempoary comets to enter a solar system ( with comets they could be harvested in some way for minerals) this could be a way for new planets and or new mineral sources to be intorudced into a solar system.  Either as a new permanent body or a tempoary event.

Well just an idea that might wanna play with
 

Offline ollobrains

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Re: Suggestions for 5.7 and beyond
« Reply #80 on: May 28, 2012, 12:31:14 AM »
Another request where i give ship orders is it possible to move down the rewind maintence under load colonists

So under load colonists would it be possible to put load infustrucutre then unload colonists and unload infustructure and then the rest of the list a lot of orders i give are to move in joint fleets colonists and infustructure at the same time and it slows things down having to scroll down the list.  Just a small UI change that should save a lot of furstruation and time
 

Offline UnLimiTeD

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Re: Suggestions for 5.7 and beyond
« Reply #81 on: May 28, 2012, 04:22:09 AM »
@ Unlimited - I think, but I'm not sure, that a world's civilian infrastructure production already goes to its own needs if it needs infrastructure.

Sure they do, but then it's transported off to some other world.
What I want to simulate is subways, public buildings, stuff that you still need on a perfectly habitable world, and that can not be destroyed completely by a few nukes.
Something that gives an actual impression that people still need something after the terraforming is done.
 

Offline ollobrains

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Re: Suggestions for 5.7 and beyond
« Reply #82 on: May 28, 2012, 04:34:55 AM »
another suggestion is we have 5 day turn cycles and 30 day turn cycles is it possible to introduce a 10 or a 15 day cycle also
 

Offline hikkiko

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Re: Suggestions for 5.7 and beyond
« Reply #83 on: May 28, 2012, 05:49:47 AM »
Maybe slidebar? And I think it will save a lot of space
 

Offline ollobrains

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Re: Suggestions for 5.7 and beyond
« Reply #84 on: May 28, 2012, 06:22:52 AM »
im on a laptop ive raised the issues as far as the rename, new group creation within the task force screen for more sub groups cant drag the screen up and access that bottom row which is a bit of a pain it sits just off the screen so perhaps an option via the task force organisation to rename, delete and add groups that way

Slidebar is also a good idea
 

Offline hikkiko

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Re: Suggestions for 5.7 and beyond
« Reply #85 on: June 02, 2012, 07:52:43 AM »
GUI suggestion: body grouping or sorting rule for population window.  It's hard to navigate if you have several species\modifications on the body.
 

Offline swarm_sadist

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Re: Suggestions for 5.7 and beyond
« Reply #86 on: June 02, 2012, 03:12:11 PM »
1) The ability to delete multiple empty task groups would be helpful, especially during the start of the soviet campaign. 

2) Having the ability to organize and combine fighter task groups together, based on what squadron the fighter is in.   Maybe an assume formation button?

3) Being able to destroy constructed jump gates would be nice.   Maybe make jump gates that are generated and built via the "All jump points have jump gates" invulnerable?

4) Filter out task groups based off which task force you have selected.

5) Have ground units assigned to task forces, and being able to move armies through civilian contractors (like cargo and colony ships).

6) Have something above task force level, perhaps branch or section? Similar to US Army and US Marine Corps separation.
« Last Edit: June 02, 2012, 04:47:16 PM by swarm_sadist »
 

Offline Shininglight

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Re: Suggestions for 5.7 and beyond
« Reply #87 on: June 03, 2012, 10:15:53 PM »
Hello, I think this likely has been suggested before and may even be a mechanic already, If so i apologize but would it be possible to set planets too posses a biosphere. Most planets already have hydrospheres and tectonics so it doesn't seem too be too much of a leap to develop biospheres on planets though the biospheres would be limited by:

1) liquid water, no life can exist without water so liquid water or ice sheet would be neccesary for the planet to sustain life.

2) the biospheres could make terraforming more interesting as you'd need to change the local flora and fauna to make it easier to sustain life, though seperate ecosystems wouldn't be too much of a leap and affect colonisation over much, say if a planet has hostile fauna which uses a different substance than cellulose for plants itd be more difficult for colonisation as the colonists would need to handle the aggresive wildlife as well as find a way to metabolize the plants. Though this would cause changes to other mechanis so it need not be useful.

3) temperature, covered by liquid water, too hot and nothing can live, ditto too cold.

This is just a question as i've been thinking about what it'd be like for colonists to set up on a planet without having to handle native life if the planet isn't a barren rock.


The idea is to have multiple levels of  biosphere such as cellular: just developed, earth-like, developed enough to have complex lifeforms, hostile: death worlds containing aggresive plants or animals that are a threat to the colonists.
Admiral Damien James Winter, Defender of the Proxima Gate.
 

Offline Person012345

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Re: Suggestions for 5.7 and beyond
« Reply #88 on: June 04, 2012, 03:15:01 AM »
I'd love a "convert all" button for Low Tech infantry. If you have a reasonably large starting pop, converting every single low tech infantry division into cadres individually is a real pain.
 

Offline ollobrains

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Re: Suggestions for 5.7 and beyond
« Reply #89 on: June 05, 2012, 03:25:36 AM »
I'd love a "convert all" button for Low Tech infantry. If you have a reasonably large starting pop, converting every single low tech infantry division into cadres individually is a real pain.

simple and elegant