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IDProjectCategoryLast Update
0021942AI War 2GUIOct 26, 2019 12:19 am
ReporterRanakastrasz Assigned To 
Status newResolutionopen 
Product Version1.002 ARSes, Instigators, and Tech Vaults, Oh My 
Summary0021942: Damage Modifier (R-View) Issues
DescriptionIn addition to showing Modifiers your ship gets against AI ship types, it should show the AI ship types that get advantage against the ship.
And Vise Versa for Ai ships selected.

Knowing how badly the current AI fleet will damage your ships is as important as knowing what ships deal damage to them.

Additionally, in the case of Transient Modifiers, such as Current movement Speed, Current Health, Shield Strength, Etc, which can change over the lifetime of a ship, those modifiers should be italic, or a different color, and have a shorthand indicating the responsible condition.

gaining 8x damage on the first 30% health, or the last 30% health is hugely different than getting 8x damage on enemies with 200mm Armor.
TagsNo tags attached.

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Asteroid

Oct 26, 2019 12:19 am

reporter   ~0053995

I designed and implemented the R-view as a volunteer. Chris came up with the actual "press R" way to transform the tooltips to show it and added the "strong against" part to player ships, and I later completely revamped the display so it doesn't take 3 lines per ship in tiny text, resulting in what we have now.

I agree that it would be nice if it did go both ways for all ships, especially after watching Nuc Temeron's tutorial streams [medium difficulty, high effort to implement, possible performance concerns].

In addition, this view is currently only listing flat damage bonuses and:
- not listing non-damage-dealing abilities which will apply against a given unit (spiders' engine-slowing effect) [moderately easy, medium effort to implement]
- not listing more exotic interactions which may make a unit strong against another, such as a fusion bomber being very strong against a unit with high shields and low hull because it bypasses shields [medium difficulty, huge effort to implement as has to be handled in a case-by-case basis]

Currently transient modifiers are not taken into account at all, and I'm not sure I'm even interested in displaying them.

Then there's also the whole topic of performance - the R-view does extremely heavy computations every frame, which would benefit from being pre-computed at the start of the game on a background thread, but I don't have much knowledge of the Arcen data structures used to store data efficiently.

At the moment I'm kind of burned out on development because I haven't been playing the game which is my main motivation booster, I'm pretty satisfied with the amount of polish I've added to the game, and I need to dedicate time to other IRL important things. So basically I'm not committing to any timeframe whatsoever to improve this. No idea if I'll come back to this in a week, 6 months, three years or ever. Anyone is welcome to step in and improve things if they want more from this feature, whether it's Chris, Badger or another volunteer.

If you're not a programmer you could help out by making a full mockup in colored text of how exactly all this data would be displayed - keep in mind the number of ships in that tooltip can get huge near the end-game already, so presenting all this info in a way people don't misinterpret is a challenge. Before I slightly changed the wording people thought the multiplier indicated a number of ships and was buggy!

Issue History

Date Modified Username Field Change
Oct 25, 2019 11:08 pm Ranakastrasz New Issue
Oct 26, 2019 12:19 am Asteroid Note Added: 0053995