Predestination

Predestination

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ProcDrone Jul 2, 2017 @ 7:01pm
Planets & Trade
Hello there.

I have few suggestions.

Generally, I've been thinking about the planets menu layout, and about how could trading system been improved by it.

I've made a little chart (I know it is horrible, bear with it):
https://gyazo.com/b5338c2fa7282ed81aaa4a6cbffbf9b1

Although, I've noticed that sorting planets (by income or anything else) could be impossible with such a design only... later.

At any rate, in my opinion, I was aiming at making it possible to create and manage trade routes without actually having to enter the planet view, so making trade routes should be possible from the galaxy view.

Generally, how that would work? Whenever the player would click the new trade route button, the cursor would change to something else, so the player knows he is now ready to designate the end planet of the route, by simply clicking it on the planet menu.

After that, under both planets, the trade menu would appear, allowing the player to specify the details of the route. (resource, and how much of it.) Expandable so to not cover whole planets menu with trade routes.

There are several advantages of such solution. Player can see both income statistics for both planets, so he doesn't have to switch through both to see how much he must add to for example, feed the planet.

I also tried to sneak in grouping the planets by systems, but that raises a lot of issues and is redundant. Old planets layout could also work for this, with little tweaking.

Plus, what trade routes need, is ability to type down the number of resources we want to sent. Currently, you need a while to get larger numbers shipped (by holding the + button), and that is little annoying to get any real trade routes set up.

So what are you thinking about it?
Last edited by ProcDrone; Jul 2, 2017 @ 7:12pm
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Showing 1-4 of 4 comments
Nyphur  [developer] Jul 14, 2017 @ 2:12pm 
Very interesting idea! So if I follow, you'd like to be able to see the trade routes for a planet under its info on the planet screen and maybe even have a shortcut for creating new trade routes there. The simplest way to do this would be to have a dropdown button under each planet that shows all the trade routes entering and exiting that planet.

This would save you the time and extra clicks from having to into the planet and start a new trade route from the Services tab. The big benefit would be that you could adjust the trade routes directly from that screen, so if a planet's metal production increases due to a new technology or the Zloq's food production goes up as its fishing reefs spawn new fish deposits, you could increase the amount they are exporting until the net production on the planet is 0 again.

I did a quick mock-up of what this might look like here: http://predestinationgame.com/traderoutemockup.png

The coloured warnings already let you know when the resource you're giving or taking too much of a resource, so we don't even really need to see both planets' stats at the same time when adjusting the trade route. When you click the New Trade Route button, the menu could just close and the game would switch to the galaxy screen just as if you'd pressed the New Trade Route button on the planet screen. Or like you say, the cursor could change to tell you to click on another planet in the menu as the end point.

What do you think? This is something we can definitely look at doing during our final beta iteration phase after we hit V1.0 if it adds enough value, and it shouldn't be all that time consuming to add.

Cheers,
-- Brendan, Lead Developer
ProcDrone Jul 14, 2017 @ 2:36pm 
That "mock-up" looks about what I imagined. That would make my life planning out exports and imports so much easier!

Now, only thing that would be lacking in my opinion, is the ability to fill out the amount traded by hand. (of course leave the +/- buttons in place, but simply let me click on the amount, and type it down manually)
Nyphur  [developer] Jul 14, 2017 @ 2:54pm 
Originally posted by ProcDrone:
That "mock-up" looks about what I imagined. That would make my life planning out exports and imports so much easier!

Now, only thing that would be lacking in my opinion, is the ability to fill out the amount traded by hand. (of course leave the +/- buttons in place, but simply let me click on the amount, and type it down manually)
That's definitely something we could do! We could expand the hex that currently displays the number into a wider button and remove the short form (e.g. "1.2k for 1200) from the text. Then we can make the text editable by left clicking that. We may also add limits to trade routes for gameplay reasons, which would have the happy side-effect of limiting the size the text can get to in that box so that letting people type in numbers doesn't break the UI. For example, a metal route might be limited to 1,000/turn and a food trade route to 10,000/turn.

Cheers,
-- Brendan, Lead Developer
Last edited by Nyphur; Jul 14, 2017 @ 2:55pm
ProcDrone Jul 14, 2017 @ 4:44pm 
Gameplay wise, you could also tie down trade limits to research tree and technologies, but I am unsure how that fits into your game design. Plus, I am not too fond of such mechanic personally.

Im often "venting" resources from one system to another "i.e emptying the reserves" quickly, when trying to set up a new colony, or "fuel" the shipyards with much-needed metal.

Of course, using game design, you could set up these limits down and die them down to technology level or any other factors, and it wouldn't be a bad idea (dont get me wrong, it is logical). That would surely scale down the pace of colonies development, and fleet building overall. But that depends on what you wish to make with your game.
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