View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0003738 | AI War 1 / Classic | Suggestion - Interface Ideas - Resource Management and Construction | Aug 13, 2011 11:45 pm | Jul 25, 2013 12:05 pm | |
Reporter | Ranakastrasz | Assigned To | |||
Status | new | Resolution | open | ||
Summary | 0003738: Ship Cap Count | ||||
Description | The current Ship Count information is a bit limiting, and you still have to manually look up quite a few parts of it. -Wreckage I find it annoying when my systems get trashed to sometimes build new turrets of a type I had already capped out, causing the remains to be scrapped. I would request that the displayed unit limit be reduced by the amount of wreckage of that type, as well as in parenthesis, how many wreckage of that type is there. More significantly, Having wreckage somehow be simply a "Dead" State for ships may be a better idea, as it would allow simple association between those objects, and allow easy logic to count all turrets broken and functional, on Planet, Through Galaxy map, Etc. -Modules First of all, instead of displaying infinite, display how many you can build on all selected units, as well as the limit per unit. Secondly, Have an overlay on the button itself that shows the slot size. That way, we know that some Heavy beam cannon turrets replace the shield, and unlocking them for that is a bad idea unless you have many more shields available. ~Also, being able to see, in say the CTRLS panel, all modules that exist, and their tooltips including the tech requirement innately, would be helpful. Especially for Spire ships, for which the tech limits on each ship is not obvious, nor is what replaces the shield. (and hence is unlikely to be worth it) -Planetary Caps Show how many you have on this planet, as well as global count. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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Ive had this issue to... It would be really useful to the game. But the parenthesis should be the number of wreckage you can build, that will over right wreckage versions. |
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@ludsoe You can't build wreckage, So I will assume you mean how many turrets you can build, that will cause the wreckage to be scrapped, to which I would say that that is the same amount as the number of wreckage existing. |
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To the original point, I would love to see the "auto-scrap" of "overbuilt" stuff done away with, and provide information instead but leave the remains. (Which is basically what is in the OP if I am reading it right) |
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Eh, not exactly. More along the lines of giving you more accurate information as to what is deployed on a planet, or galaxy-wide, so as to know how many you can safely place(Any counts anywhere, would be like 6(9), where 6 are alive, and 9 are wreckage) You might also want to default to not placing more than are available, unless you use an override |
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Redoing it to include several other Count display alterations. |
Date Modified | Username | Field | Change |
---|---|---|---|
Aug 13, 2011 11:45 pm | Ranakastrasz | New Issue | |
Aug 15, 2011 9:41 pm | ludsoe | Note Added: 0012891 | |
Aug 15, 2011 10:14 pm | Ranakastrasz | Note Added: 0012893 | |
Dec 18, 2012 7:47 am | Ranakastrasz | Description Updated | |
Dec 18, 2012 5:13 pm | TechSY730 | Note Added: 0029142 | |
Dec 18, 2012 6:12 pm | Ranakastrasz | Note Added: 0029143 | |
Jul 25, 2013 12:05 pm | Ranakastrasz | Note Added: 0033168 | |
Jul 25, 2013 12:05 pm | Ranakastrasz | Summary | Wreckage count => Ship Cap Count |
Jul 25, 2013 12:05 pm | Ranakastrasz | Description Updated |