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Extended system production Box

GUISystem Management

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8 years ago
Feb 22, 2017, 7:57:21 AM

There is only 4 rows of icons even if extended actualy.

It's too few for looking good at production queue and manage it (center box).


With the high-Res interface selected in option, there is many space to use.

It can be done with an additional button for example : 



EDIT :

- this need some quick Filters also (production, science, etc...).

- Hide unwanted improvements you don't want to build in a system (and possibility to unhide it).

- Memorize previous filter when switching to next system panel.

- Change Typo (make a little more small and compressed, so names wont be so truncated).


Updated 11 hours ago.
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8 years ago
Feb 22, 2017, 7:27:45 PM

i am a bit ambivalent on this suggestion:


-i think an extension of the production queue (middle) is the most important/enough, so maybe only have an extra option to expand it.

-the extension of the production possibilities (left) could lead to too many buttons at once (= visual flood), personally i am fine with the current size although it should be ordered by production type, i.e. first come production buildings, then science buildings, ..., last come ships. this would make it easier to find the right production

-the need of having a large production queue implicitly means stagnant gameplay, i.e. if you need a production queue of 5+ items that means that nothing really happens in the game. in contrast in a dynamic game you would expect short term planing because you have to adjust to new situations constantly.


however, overall i like more ui options, so i vote for it.

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7 years ago
Dec 19, 2017, 7:05:25 PM

Copy pasta from this thread:

https://www.games2gether.com/endless-space-2/forums/66-game-design/threads/28722-system-improvement-gui-needs-love


hp2 wrote:

To be constructive, one change that would be helpful to declutter the system improvement tray is to add a fourth filter.  This fourth filter would be all of the *intentionally ignored* system improvements.  The result would be that the first tab would show everything (including the ignored items), the second tab would show non-ignored system improvements, the third tab would show ships, and the fourth tab would show everything intentionally ignored.



The usual flow of my games is that in the mid to late game, a new technology would be researched (or unlocked via a quest/discovery/event).  I would then decide if I want to implement that improvement earlier on all my systems or simply wait for each system to reach the end of their current queue (e.g., go to the system screen and look for infinite improvements in queue by sorting ascending industry).  If I decide to implement the improvement earlier, I go through each system and slot the improvement somewhere in the present queue.  There are times, though, that I want to ignore a certain improvement in the majority of my systems.  In the above example, the fabrication license costs 25 adamantium and since I'm playing in a low resource game, I only want to build this improvement on my primary ship production systems.  The flow that I envision is the following:


1) I unlock a new system improvement.  I decide that I don't want to implement it on the majority of my systems.

2) I click on any system.

3) I click on the second tab so that it only shows system improvements.

4) I find the new system improvement in the tray and I ctrl+alt+click it.

5) The icon for the new system improvement disappears and shows perhaps a small genie animation as it gets sucked into the fourth 'ignore' tab.


Ctrl+alt+click will ignore a system improvement for all systems and propagate to newly acquired systems in the future.  Ctrl+click will ignore it only for the current system and not propagate.  The first tab will always show every improvement, ignoring a system improvement only removes it from the second tab that filters improvements.  The fourth tab will show all of the ignored improvements on the current system.  Left clicking on an item in the fourth tab will add it to the bottom of the production queue; alt+click will add it to the top of the queue; ctrl+click will remove it from the ignored tab and return it to the second tab for the current system; ctrl+alt+click will remove it from the ignored tab for all systems and remove it from future propagation.


This will help me do global bookkeeping on my available system improvements as I research them.  I also have the option to do local bookkeeping by going to each system individually and ctrl+clicking items that I never envision building on that system (for example, mechsuit quarter on a system with luxury resources I don't care about).  Another popular use would be to hide all approval improvements once you decide to go with saints and sinners.  If a player is good with their bookkeeping, they could go into any individual system and check that the filtered tray is empty -- an empty tray would mean that a structure is already built, it is already in the queue, or it was intentionally ignored.


-HP

-HP

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