View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0013566 | The Last Federation | Gameplay Idea | Apr 1, 2014 5:57 pm | Apr 2, 2014 11:41 am | |
Reporter | Mick | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.815 (Panning! Power Management!) | ||||
Fixed in Version | 0.816 (Combat Clarity! Six Abilities!) | ||||
Summary | 0013566: Control changes for power management | ||||
Description | I suggest the following: 1) Create hotkeys for raising/lowering the different power levels. (I don't know what are good defaults, I'd probably set them as Z/X/C myself with shift-versions of each to lower). 2) If you have zero unspent power, auto-pull from another power bar. I suggest the following auto-pull logic: * shields auto-pull from weapons first, movement next * weapons auto-pull from shields first, movement next * movement auto-pulls from weapons first, shields next (best to favor not dying I suppose). 3) Apply unspent power to shields, then weapons, then movement (don't just let it be wasted). | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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The auto-pull logic was in from the start, incidentally. |
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Thanks! * If the player simply forgets to assign some power bars to any system, that power is no longer just wasted. ** Now it will first try to apply that power to the shields, presuming that shields are not already at full health and the shield power level is not at full energy bars. ** If any still remains, then it will try to apply that to the weapons systems until full, unless the player is not firing any weapons. ** If any still remains, then it will try to apply that to the shields until full, regardless of the status of shield health. ** If there is still any left over (somehow), then it just remains wasted. There is no point auto-assinging to movement systems, as that would only mess up the trajectories the player planned out. |
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Thanks! * New hotkeys have been added for the power management systems functions: ** Z X C increase the power levels of the respective systems. ** Shift plus Z X C decreases the power levels of the respective systems. |
Date Modified | Username | Field | Change |
---|---|---|---|
Apr 1, 2014 5:57 pm | Mick | New Issue | |
Apr 1, 2014 6:03 pm | Mick | Description Updated | |
Apr 2, 2014 11:17 am | Chris_McElligottPark | Note Added: 0035437 | |
Apr 2, 2014 11:22 am | Chris_McElligottPark | Note Added: 0035438 | |
Apr 2, 2014 11:41 am | Chris_McElligottPark | Internal Weight | => New |
Apr 2, 2014 11:41 am | Chris_McElligottPark | Note Added: 0035439 | |
Apr 2, 2014 11:41 am | Chris_McElligottPark | Status | new => resolved |
Apr 2, 2014 11:41 am | Chris_McElligottPark | Fixed in Version | => 0.816 (Combat Clarity! Six Abilities!) |
Apr 2, 2014 11:41 am | Chris_McElligottPark | Resolution | open => fixed |
Apr 2, 2014 11:41 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |