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Agreed, and not just for ships in dry dock. It should be possible to have repairs done on the ship and get medical treatment for some of the crew and send the rest of the crew to the spice hall (potentially multiple times!) and have your captain participate in a tense negotiation to complete a mission, all at the same time instead of waiting for each activity to be completed before starting the next one.
Example: When you open the menu, everything starts in white font. You pick a task, and that project becomes the leader and changes to a red font color. Menawhile, any other projects that could be done cuncurrent to that task gets changed to blue font to show that they won't take any extra time (just money). If something would go over that time lime, it fades to a gray font (but can still be selected, becoming the new main project in red).
One menu to rule them all!
Yup. Always found it weird that you can get a ship instantly, but refitting it takes months.
Also, to developers: Maybe consider making refit times vary based on ship max mass. Refitting a titan should, reasonably, take a lot more time than refitting a scout. Even if the same number of modules are changed, the titan's are far larger and would require more materials and workers.
I'm pretty sure that modules are the same size for all ships, so a module that fits into a small bay on a scout is the same module that would fit into a small bay on a titan. Titans just have more bays.
True, but the added mass makes the work harder. Getting at the reactor of a scout ship would require a lot less cutting and moving aside of parts than getting at the reactor of a titan, right? It's like moving a desk to the first floor of a small town house versus moving a desk to the 5th story in the west wing of a giant mansion.
What I'd like to see though is changing multiple modules at the same time.
I don't mind if it's not there either though, I just chalk it up to "one of those game things".
I mention this to show that the code for doing concurrent projects is already in the game. The problem is that it only covers repairs. If that menu could be expanded horizontally across the screen and new columns made for hospital time & shore leave... well, that would solve everything, now wouldn't it? They'd get the same treatment that repairs already do, and could be done alongside them.
Now if you wanted to expand on that make it so that when you go buy a part the part would no longer be automatically installed. Instead it would just be a part in a crate at the drydock, and you would have to create a work order to install it. Once that work order is done, it gets added to the rest of the menu. That way if you've got a long repair on your engine and wanted to swap out a turret while you waited then you could do those at the same time as well.
While that second feature would probably take a lot more work to inject into the game, it would have the advantage of letting players keep spare parts laying around.