View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0011489 | Skyward Collapse | Gameplay Idea | May 15, 2013 3:03 pm | May 17, 2013 1:10 pm | |
Reporter | Pepisolo | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | no change required | ||
Product Version | .814 | ||||
Summary | 0011489: Is there any point in the Town Center hover resource list? How about building list instead... | ||||
Description | Just playing a bit and something struck me, when you hover over the Town Center you then have two ways to read what the resources are. Is there really any point in this duplication? The side bar pretty much shows us everything we need to know, plus you can hover over each resource for further info. Seems like a waste to me, and a legacy of the old system. I'd much prefer it if hovering over the town center instead gave a list and number of all buildings currently in the town radius. This would be so much more useful and also a little more sensible to me. Hovering over any town just to get a global duplicate of something on the side bar just seems a bit pointless to me. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
related to | 0011506 | considering | It would be nice if it told you how much of each unit(eg, baker pigs rocks etc) you have in use per town and per the entire map |
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The only difference I know of is that the Town Center will show decimal resources. Not very important, IMO. I think your idea is an excellent improvement. Another idea would be to show which finished goods are available at that Center and how many of each are available (based on resources & conversion limits). It could also be a handy place to show 'average resource flows' for that town. Thoughts? |
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I think that something else needs to go there at least. At the moment it's just duplication for the sake of it. A list of buildings in the current town would be the most useful for me as that's what I seem to struggle with the most. It's not that easy to look at your town and get this info at a glance. Since there are only limited tiles per town (24 is it?) this shouldn't get uber dense although it will be denser than the resource list. Finished goods/resource flows would be good, too. Hey, maybe it can have both. I wouldn't mind a bit of textual density as long as the info I need is there. Definitely seems like the most obvious location for all this extra info we need. |
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Both points would be nice. Most important info I usually need about the town is: - which of finished goods producers are already there - what kind of units it will produce in near time (something like mini tooltip from all the military producers with time to produce a unit) |
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The point: you can see the resources of the faction you're not playing at the moment. Showing lots of extraneous tooltip info about units produced and other rollups sounds like gilding the lily to me, as that info is all right in front of you on the town in the main. I can't imagine trying to micro the game to that level anyhow, especially with woes now in the mix. Possibly those are things to consider in the future, but the general "help me micromanage this" type of feature addition is something that I think is a post-1.0-if-this-takes-off sort of thing. It's only useful at very expert levels of play, for the most part. Not all rollups or stats fall under that, remotely, of course. Things like unit kills or end of turn reports on what happened and was produced are pretty key things I want to do before 1.0. But there's a line there somewhere where it goes from "moderate grognard" to "counting the fingers on my dwarf." ;) I'm not saying I don't want to cross that line, but I don't want to cross it prior to 1.0 -- even if I had more time, I think that level of detail would be pretty scary to the midcore and the semi-grognard. |
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I don't really mind waiting until post 1.0, but I must stress -- I am pretty newby when it comes to this game. Maybe even a lowcore gamer. In my mind I'm not trying to do any amazingly advanced strategy. I really just wanted to build a second town of resources only. Eventually I lost track of what resource buildings I had actually built, though. This then meant I had to manually count which buildings I had per town. You might think that this wouldn't be too hard, but sometimes I just find it difficult to distinguish the various building types. In any case, this count and memorizing stuff is not really fun. I really think that instead of the current worthless duplication of what's already on the global panel if instead you gave the player a list of the current structures that are part of the current town then that would be really useful for lowcore, midcore, or hardcores alike. |
Date Modified | Username | Field | Change |
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May 15, 2013 3:03 pm | Pepisolo | New Issue | |
May 15, 2013 4:36 pm | Winge | Note Added: 0032271 | |
May 15, 2013 5:37 pm | Pepisolo | Note Added: 0032274 | |
May 15, 2013 5:50 pm | orzelek | Note Added: 0032275 | |
May 15, 2013 9:14 pm | Chris_McElligottPark | Note Added: 0032276 | |
May 16, 2013 9:41 am | Pepisolo | Note Added: 0032279 | |
May 16, 2013 9:41 am | Pepisolo | Note Edited: 0032279 | |
May 16, 2013 9:48 am | Pepisolo | Relationship added | related to 0011506 |
May 16, 2013 11:48 am | tigersfan | Internal Weight | => Feature Suggestion |
May 16, 2013 11:48 am | tigersfan | Status | new => considering |
May 17, 2013 1:10 pm | Chris_McElligottPark | Status | considering => closed |
May 17, 2013 1:10 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
May 17, 2013 1:10 pm | Chris_McElligottPark | Resolution | open => no change required |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |