User:Rbos: Difference between revisions

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Here is my list of recent grips (so far!):
It is not 1992 and I am not 13 anymore, and my wrist makes crackly sounds. There are quite a few things you could do to make Planets less "clicky" and have a more congenial UI.
=== misc ===
* Clicking on the temperature of a planet should give you a popup about the danger level. Like estimated losses in percentages, maximum population. Shouldn't have to use help for this. Ditto other numbers in the UI.
* The components you built last turn should maybe already be up in the starbase ship build UI. It's annoying to have to rebuild the same ship every time since you're almost always going to want the same options. I'm virtually never going to want anything but TW drives for instance, and I usually standardize my torp ships on mk7 or mk4 depending on game stage to simplify logistics. It should just remember your last selection and use that.
* map markers could be keybound somehow? In VPA map markers were just objects you could click on and delete, but maybe I'm just using 'em wrong.
* We should be able to share map markers with people. Borders, for instance, you can agree on an unambiguous treaty line. It adds a layer of shenanigans too. Like you can draw a border line that LOOKS fair but isn't, or is conveniently straight or not-straight.
* keybinds for map filters. capital D, T, M, $, S, F for minerals/cash/supplies/fuel. Annoying to navigate mouse UI elements for this.
* The "home sector" training mission has an asteroid cluster and you have to colonize all the asteroids before you can continue, but that means putting stations on all of them, which is a Project, and there are no supplies for them to eat so you can't avoid them dying off in the interim. Maybe in "easy" mode, turn off death by vacuum or allow some minimum amount to live in inflatable habitats (10?) with no mining bonus.
* mouseover keybind info. Hover over the 'ready' checkbox and it should say 'r'.
* I'd like to see clickable nodes along all ship paths. If I want to do an intercept I should be able to click the ship to a spot, then navigate to another ship and click on the end of that line, or their projected next-turn location, as a waypoint without having to zoom into the grid and match the coordinate exactly. This would make precision manoeuvres much less time-consuming and fiddly.
* selecting a different ship recentres the map on that ship, which makes setting waypoints for multiple ships annoying. Click, scroll, find spot, click, repeat. If I have both ships in view, I don't want the map recentring or zooming.
* the 'u' hotkey to unload doesn't work if the planet is unowned. It should drop everything it can drop.
* When I set a ship to "super refit" any subsequent click-backs of that ship should pull up the refit UI, I shouldn't have to set the mission a second time
** When I use "super refit", buy parts, and then later make a ship at the same place, it uses the same parts to build the new ship, making the refit ship bereft
** when I refit a drive onto a ship the next turn it should auto-select the new maximum speed on the next turn
* On a multi-step path I wish to say "don't bug me until it hits the waypoint", so when the ship makes planetfall it should un-ready. This way I can do a multi-planet pickup route without having to think about the ship while it's in space
* When I hit 'm' for mission I'd like to hit a key (number?) to select one of the missions instead of a mouseclick
* Often I get a little confused which direction a ship is moving. I know it's weird. Click on one ship, set a waypoint. It's just two yellow circles connected by a yellow line. I'd like it to be more visually obvious which is the source and which is the destination. A little arrow indicator maybe, generated in the centre of the path, or replacing the "every turn" dots in the path.
* movement arrow: triangle method used by plugin is pretty nice?
* Cycling through ships - I'm not sure what algorithm is in use to determine which ship is next (it seems to be at least partially proximity-based, which is good), but it would be nice if we could configure it a little. For instance I almost always will want to do freighters first.
* When repairing a ship at a starbase, its warp should automatically be set to its max.
* It would be nice, if in the fleet overall summary screen, you could select ships via checkbox, and give some orders there. Randomize FCs, set PE, set mission. A "select all" would be nice too.
* keybind: toggle the drawing layer, have a toolbar with tools. Say shift-L turns on drawing mode, then keys to do individual drawing items. It should also autoselect the default layer, and create it if needed. The workflow doesn't need a lot of tweaking but it could be a lot smoother.
=== Transferring items ===
* Being able to transfer fighter/torp minerals/cash in the planet dialogue. Similar to the starbase transfer of fighter/torps, except it transfers the appropriate mats to the ship inventory. Doesn't set mkt/mkf though.
* It's great that you can shift, ctrl, shift-ctrl-arrow for different amounts of resource transfer, but there's no UI cue for it. There should maybe be a mouseover when using the GUI buttons or some kind of hint on the screen?
* When transferring clans to a desert/arctic planet from a ship it should alert you if you're transferring more than the planet can sustain, even if you don't own the planet. Right now you have to switch to the planet, and then transfer the amount from the ship.
* An "unload cargo" mission only for freighters would be nice for asteroid fields. It would save a lot of tedious clicking.
* A "beam up all cargo" button on the planet UI would be nice, the way that there's a "drop all cargo" on ships. Save like five clicks.
* on all transfer screens, you have to click on the resource, and then click on 1/10/100 etc. That could be individual smaller buttons beside every resource in a row, like
** 74 mines [=>100] -> <span style="color:green">[MAX] [+1k] [+1h] [+10] [+1]</span> | <span style="color:red">[-1] [-10] [-1h] [-1k] [-MAX]</span>
=== taxation ===
* Taxation of colonists doesn't have the same options that taxation of natives does?
* Borg taxation of natives doesn't have Growth/Growth+ etc options. Is that for a reason?
* Tax and happiness calculations on planets do not take into account HISS missions.
=== Starbase build UI ===
* Mousing over hulls in the ship build screen should give info about those hulls. It's pretty annoying to have to click through to them, and it's often hard to recognize the ship you need from an array of nearly-identical tiny pictures.
* It would be nice if, in the ship panel, it showed the destination of the ship's waypoint. The name/ID of the planet, the name/ID of the ship, or the space coordinates. It might fit in nicely right next to the Warp: Turns: display.
Dest: Bootes (403)
Dest: LARGE DEEP SPA (403)
Dest: x:2240 y:1815
=== Battle order ===
Setting battle order is a pain and involves very fiddly friendly-code setting. It is *incredibly* non-intuitive for new players and unpleasant for old.
The default UI should have some kind of indication of battle order and the ability to visually change it.
** A new button in pretty much all panels: sort by ship ID/combat order, and it should be persistent when switching ships. You might also want to add things like "sort by mass", "sort by fuel/dur/trit". Often I want to quickly find the ship in a large group with the most of something.
** drag and drop in the ship select panels, or in (fingers crossed) the multiselect panel.
The list starts off in order: numeric FCs first, non-numeric second. If you drag a ship to a certain spot in the order, all *numeric* friendly-codes of ships will be shuffled: generate N random numbers, order them, assign them to the ships in the appropriate sequence. A computer-generated random number is much less likely to collide with a human-generated "random" number.
For instance, ships could be displayed in order with FCs:
a:001, b:010, c:020, d:030, e:040, f:mkt, g:mkt, h:mkt
Moving the fourth one to the first position might result in
d:005, a: 007, b:021, c:023, e:045, f:mkt, g:mkt, h:mkt
Thus creating the desired battle order.
=== Multiselect ===
* the ability to give orders to multiple ships simultaneously to ease the 'clickiness' of the UI. Prone to error, takes a long time, frustrating.
starbase/planet/ship screens: ctrl-collect to create a multi-selection. Put a green box around any selected ship.
Optionally on the starmap: ctrl-click, drag to select multiple. left-click on any ship or 'x' to clear selection. A multi-selection on the starmap will have to create some kind of popup showing which ships are selected.
** click on map - set waypoint/multiwaypoint for all ships.
** 'u' - unload all ships where applicable.
** 't' - open a transfer window, select a target. Only valid if all ships are in the same location.
*** Any items transferred to the multiselect are distributed evenly cargo-room permitting.
*** Any items transferred out are transferred out (say) lowest-ID first, or evenly if you want to deal with rounding.
*** This enables use cases like "select 6 Cobols, dump fuel to planet, transfer back 120 fuel" so that each Cobol gets 20, or "select 3 Nebulas, transfer asteroid field cargo to waiting cargo ship", with FAR fewer clicks.
*** Easy ammunition rebalancing. Transfer all ammunition to starbase or one ship, then transfer back.
=== better planet economy planner ===
The existing economy planner builds factories, then defence, then mines in a weird order. I almost never want to build defence posts before maxing out on mines. We should be able to configure that.
* I'd like to be able to say eg "build up to 110 factories, then when that's complete, build up to 200 mines, then when that completes, build up to 20 defence posts".  The UI could be a list, like:
** build 110 factories
** build 200 mines
** build 20 def
and you could modify it like
** build to 50 factories
** build to 20 def
** build to 110 factories
** build to 30 mines
** build MAX factories
* Alternatively, and probably way easier to implement, I should be able to clone the settings from an existing planet.
* and there should be a "default" profile for planetary buildings that just automatically applies. For bonus points? Have different profiles you can apply.

Latest revision as of 15:27, 20 November 2023

Name Tech Beams T/F En MC Dur Tri Mol Mass Cargo Fuel Crew Abilities Adv
Outrider Class Scout 1 1 0/0 1 50 20 40 5 75 40 260 180 none 0