i know thouse ideas might have been posted before, but i really dont want to read years of old ideas - sorry =)
1. time stopping events.
i see the problem here, in the time needed to go by, for the production cycle. which is suggested at game start to be around 5 days or youre choosing.
but there are some events which can occur very often which breaks this production time cycle.
a
jump point found or grav. survey finished
you will allready see a real slowdown with as few as 10 ships - more and youre game will nearly stop to advance - not to speak about youre production.
i dont see thouse two events as importand enough to stop anything, so i would suggest to either remove them from stopping time cycles, or let them stop after youre next production time cycle has finished. (if the game can support this). both ways it would prevent the loss of production/research/mining/fun
b
movement orders
ok it is getting difficult here.
i would be happy to wait for the next production cycle or even the full 30 days for any ship, except combat ships.
for the order to divide ships after doing something, it is allways silly to stop the game, because they have some default order then anyways or the order was a mistake in the first place.
c
research/finished production
here it could be helpfull to make a game stop, to the next production cycle.
but im happy with it not stopping too.
2. ground units
i started a game and i have something like 200 low tech ground troops.
you can only disband or convert them to cadre one at a time. with over 200 units its very silly.
i dont know about ground combat, but if its again just one unit at a time ouch.
it would help a lot, if you could select more then one unit at a time, for any option you want to take.
about ground unit production - it would help to give us a que here, to produce more without visiting it all the time.
about ground unit research - the base stats of the units is missing in the research descriptions.
3. economics window/f2 refresh all
im not sure what is it refreshing, but its not the populates systems list, or the list of task groups in task groups window.
thouse i need to refresh most often and i dont like to open them again and again, all the time =(
4. event updates -> a team member died/retired(geo/diplo/xeno/espio)
it means have fun searching them =(
is there allready a way to locate them easily? if not can you add the position of them in the msg?
5. task groups window(f12)
there are some traps here
A.
a few times i wanted to repeat some actions a lot like 150 times - thats no problem, but when you enter the numbers without deleting the old ones by mistake, you get a lot of repeats like 50150 - was 50 before new 150
this actually deadlocks the game, when you select this task group again - you can just kill the game and ignore the task group forever or absorb them with another task group. idk if it damages the database in anyway.
is it possible to catch large numbers? which would break the game.
B. releasing tractored ships.
several times i released a tractored ship to another task group. that works good, but if you work with tugs and mining/terraforming bases - they might not be added to the planets terraforming or mining statistics, after releasing them to a task group in orbit or even to the planet itself.
i would say it happens in more then 20% of the tries.
C. default orders
difficult to say something here - a lot of traps to walk into. mostly range problems like refueling, when far away from youre planet.
i would like a join higher fleet in system option =), but move to entry jump point works propably better, can cause problem when you take trade location or refuel as option to collect ships(range).
D. Parent formations.
i usually have grav survey task groups of 5 ships or geo survey with up to 20 ships.
dividing the fleet and collecting them at the entry jump point afterwards, works very good.
but if you should loose the parent ship of the subordinate formations, then its a pain to manage them.
an option to promote a subordinate ship to the superior/parent of the fleet would be very nice.
6. research - sensore and fire control
when you design something here, it seems very expensive to research compared to weapons or engines.
to make things worse, you need to research alot and design alot. maybe overkill?
ok this was a huge wall of text, i hope its understandable - im not the best in english, thanks for reading.