View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0017754 | Stars Beyond Reach | Gameplay Issue | Oct 13, 2015 10:37 am | Oct 13, 2015 10:39 am | |
Reporter | gia | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 0.912 (Act II, Pollution, Blueshirts V2) | ||||
Summary | 0017754: "empire" stat screens | ||||
Description | The game uses so many different "stats" that you have to balance to win. But it doesn't have a good way to plan ahead what stats will be needed the most in the following turns. For example, if you are 1 police from being into the negatives, you will have to wait until you lack police to know about your deficiency. A window where you can: 1) See your global stats. 2) use a combo box to see the local stats of a specific region. Such window would be visited regularly by players (unless you have a better idea to solve this), so I feel it is a very important screen. ____ You will need an UI artist to design these windows however. The AI War's stat screens are awful looking, the worst. And you can't even open Civ V, an AAA game, and copy them, their stat screens are also not "good". I can't give a better sugestion since I'm no UI expert, I would personally ask the modders of "enhanced user interface" mod for input, their mod is supposed to tackle UI so they must know something. The current possible alternative is having a hover tooltip when you are over your main building, but that will suffer from "too much text". | ||||
Tags | No tags attached. | ||||
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The fact buildings level up and one turn you may run a deficit and the next turn not is also something that I doubt can be easily reflected on the screen, so I would just ignore that. However the specific building should let the user plan ahead for their level-up potential. (eg. +5 per level in green text like an RPG) |