Logo Platform
logo amplifiers simplified

User-defined production times for production conversion

System ManagementNotification system

Reply
8 years ago
Dec 26, 2016, 11:49:24 PM

production conversion = a set of system project which turns production into other FIDS (food(?), dust & science).


Introduction

In almost all 4x game there is some way to convert production into other more useful things. Endless Space 2 is no exception to this, almost rule-like, concept since, if you have the tech for it you can convert your excess prdouction into science or dust, at a significant penalty of course in this game too. Since this production conversion is supposed to be used only when there is nothing else the player wants to produce the production timer is set to infinite. That is where the problem arise.


Problem

Since the production timers are infinte for production conversion it is VERY easy to simply forget that you had set it to that project and let it work on for much longer than it should or till the end of the game. This results in the player missing out on potential improvements which new research has opened up after the project was first initiated or a potential war making ship production important for example. I am confident that I am by no means the only player which has made this so simple yet potentially dangerous misstake and has suffered the consquences for it.


Solution

A solution does not have to be hard to be a success. If there, instead of only being infinitely long project times for production conversion, was a way you could, if you want to, specify when the project is complete the problem would go away immediately. It does not have to be anything flashy, merely a small pop-up where you can type in how many turns you want it to work for (or if you want it to work for an infinite time there should be, in my opinion, an option for that too though that is of secondary concern) should do.


Thoughts, comments, concern? Please let me hear them and if I agree with them I will incorporate them into the idea  .


Do you like the idea? Please give it an upvote in that case!

Updated a month ago.
0Send private message

Comments

Reply
Copied to clipboard!
8 years ago
Dec 27, 2016, 7:35:23 AM

Good one!

My two cents:


First: this is a player mistake, not a design fail. But confess I did this mistake, so any reminder or regulation will be welcome (maybe stockpiles from EL, not sure).


Second: I upvoted your idea because I like the concept, but nor sure how it can be implemented with actual GUI. I think best ways may be put a limit of turns and after that you have to queue the conversion again, put reminders, or the EL stockpiles system I mentioned before (If you didn't play EL, I recommend you take a look).


Good luck here!

0Send private message
8 years ago
Dec 27, 2016, 9:22:02 AM
lo_fabre wrote:

Good one!

My two cents:


First: this is a player mistake, not a design fail. But confess I did this mistake, so any reminder or regulation will be welcome (maybe stockpiles from EL, not sure).


Second: I upvoted your idea because I like the concept, but nor sure how it can be implemented with actual GUI. I think best ways may be put a limit of turns and after that you have to queue the conversion again, put reminders, or the EL stockpiles system I mentioned before (If you didn't play EL, I recommend you take a look).


Good luck here!


I'm glad to see that you like it. It is always extra reassuring to see an "Old-Timer" giving your idea support!


I'm quite curious though, why do you feel that having a small po-up come up in which the player can type in for how many turns he/she wants to wait is not the best solution?  Being a somewhat inexperienced programmer myself, I fail to see how such an addition can be that hard to implement though maybe I am simply missing something obvious...

0Send private message
8 years ago
Dec 27, 2016, 11:18:22 AM
TheStoneWolf wrote: 

I'm glad to see that you like it. It is always extra reassuring to see an "Old-Timer" giving your idea support!


Oh thanks! Not so sure about that. I've been playing Amplitude games for long, but not one of the best precisely.

I'm quite curious though, why do you feel that having a small po-up come up in which the player can type in for how many turns he/she wants to wait is not the best solution?  Being a somewhat inexperienced programmer myself, I fail to see how such an addition can be that hard to implement though maybe I am simply missing something obvious...

IMO this will be the best way. But to be honest, I got no programming or modding skills, so nut sure if this will be difficult to implement in the game. Anyway will be very good to see the concept implemented someway.

0Send private message
8 years ago
Jul 13, 2017, 2:35:49 AM

I was thinking about this as well. Few ideas to the table.

Separate all convertion projects to a separate GUI element, add a checkbox for "sticky" mode. By default a convertion project is in "fall through", i.e. when you add new construcion to the queue, convertion automatically moves to  the end. In "sticky" mode convertion project blocks the queue.

As alternative to timers - wake up all convertion projects when a new building type becomes available in empire (and only on planets eligible for it).

0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message