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Grouping for less tedious endgame production

System ManagementMilitary

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8 years ago
Dec 2, 2016, 12:30:34 AM

As much as the late game is intresting, we all know that it can easily become a headache to massively produce ships simply due to micro management overload. That's why I'm suggesting to add a simple, yet imo necessary feature.


Let's say you are in a quite late stage of the game. You have 10 systems ready to pump out ships, but it's really tedious to queue ships for every one of them. Not to mention picking them up and rally them every turn. This is the idea :


- You can group up as much systems as you want ;

- Grouped systems have a common build queue in which you can only add ships ;

- When you add ships to the group's queue, they're automatically spread among each system's individual queue regarding his industrial capabilities. In other words the higher industry a grouped system has, the biggest is the part of the queue attributed to this sytem ;

- You can set a rallypoint for each group, a ship produced from this group will automatically form a fleet and head to the rally point ;

- You can bypass the group queue by modifying a grouped system's queue manually to add a bulding or whatever you want.


I think it would be a really cool feature. Shorter turns for multiplayer, less time spent in boring micro management and more time spent actually thinking, playing and watching ships going boom !

Updated 2 months ago.
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Greenlit

The GREENLIT status is given by the dev team to ideas they will really likely implement in the near future. Almost there!

SpaceTroll

DEV SpaceTroll

status updated 8 years ago

if it is not for the release, we'll keep an eye out for this one after.

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Greenlit

The GREENLIT status is given by the dev team to ideas they will really likely implement in the near future. Almost there!

SpaceTroll

DEV SpaceTroll

status updated 8 years ago

if it is not for the release, we'll keep an eye out for this one after.

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7 years ago
Jun 6, 2017, 8:27:01 PM

I like the idea. One proposal for a different implementation which might make it easier implementable: 

At some point you can declare a system a subsystem of a one selected main system

- At that point, each building is scapped

- A trade company headquarter is moved to the main system, if possible, or scrapped, if not

- The hero is send back

- 2/3 (?) of the planet based FIDSI output is added to the main system input, also all ressources (everything is counted as if there were more planets in the main system...)

- Terraforming/colonization will go into the main systems FIDSI Queue

- The system does not contribute to the overcolonization penalty any more

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7 years ago
Jun 8, 2017, 8:51:35 PM

I would love this feature, but why limit it to only ships? It gets so tedious late game to add your newly researched building to the queue of every system you own, a common queue would greatly simplify things.

Updated 7 years ago.
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7 years ago
Jun 9, 2017, 11:22:36 AM

instead of a common queue, what about regrouping similar orders ?

instead of this :

- Ship A    3 turn
- Ship A    6 turn
- Ship A    9 turn
- Ship A    12 turn
- Ship A    15 turn


let's have this :

- Ship A x5 /3turn


In the next 3 turn we would have :

- Ship A x4 /3turn


And so on...

One of my biggest issue is that queue window size is too small, even when expended. 

Updated 7 years ago.
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7 years ago
Jun 18, 2017, 8:14:49 PM

I think the build queue system of Suprem Commander 1 was a better and simpler solution : you can create a patern (for exemple you chose to build 4 attack ship, 1 defensif ship, and 1 capital ship) and you put on the "repeat" fonction.  
It's possible to improve this functionality, with an option in the ship menu to create a fleet patern that can be use by all of your system.

I don't think a system that spread  a list of constructions was a good thing, because it's a functionnality were AI supplant player in macro/micro management.

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7 years ago
Feb 26, 2018, 10:23:01 PM

Hi there, 


I wanted to give my 2 cents on this but got a bit carried away, so instead of writing an essay in the comment, I just created a new suggestion. Because yes, it is based on grouping systems, but still quite different. Here it is:


https://www.games2gether.com/endless-space-2/ideas/1697


Tell me what you think!


(@ mods: if you think it's not different, feel free to merge my suggestion here)

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