Predestination

Predestination

View Stats:
Qualityof Life Features Request
Hi there!

Im loving the game, but there are some issues that make it a bit more difficult than it should be, IMO.

First, we NEED some kind of "center on system" option in the galaxy map. I love being able to move and rotate my viewpoint, but without the ability to center or reset the map, it gets easy to become lost.

Trade routes - There should be some kind of way to setup trade routes en masse from the planets screen, as currently it takes forever to figure out where to send\recieve resources to optimize system flow.

Please also allow us to queue Farms\Refineries\Excavations\Power outside cities, just like we can inside cities using BPs.

Starbase Queueing rework - If I have ~2500 metal\turn production in a system across 3 starbases, currently, I can only produce 3x 600metal probes per turn, which is odd. If I have 1800 metal\turn and 2 starbases, I can only produce 2 probes, also non-intuitive. Finally, when the last turn of a construction only needs 100 metal the remaining capacity is not applied to the rest of the queue, which seems odd.
< >
Showing 1-3 of 3 comments
Nyphur  [developer] Feb 13 @ 7:46am 
Hey NihilRex,

Thanks for the detailed feddback! As usual, I'll address each point in turn and integrate them into our iteration roadmap where appropriate:

Originally posted by NihilRex:
First, we NEED some kind of "center on system" option in the galaxy map. I love being able to move and rotate my viewpoint, but without the ability to center or reset the map, it gets easy to become lost.
This is very easy to implement, and a great idea. We could add this either by having a checkbox option to automatically centre the map on a star when you click on it to open the System Window, or by adding a "centre map here" type button to the System Window, or both. I'd be interested in hearing your opinions on those choices.

Originally posted by NihilRex:
Trade routes - There should be some kind of way to setup trade routes en masse from the planets screen, as currently it takes forever to figure out where to send\recieve resources to optimize system flow.
If you're referring to the Planets dropdown menu, that's a bit tricky. We have a mockup from feedback with another player of a way to add Trade Routes to this UI, but it's still going to be tricky to implement and we'd want to make sure the payoff is worth it. If you mean from the Services tab on the planet screen, I'm not quite sure what you mean by creating them en masse. Could you give me an example of how you'd like this to work? Or any small changes that might help, like the ability to Clone an existing trade route?

Originally posted by NihilRex:
Please also allow us to queue Farms\Refineries\Excavations\Power outside cities, just like we can inside cities using BPs.
An infrastructure build queue is a great idea, and definitely something we want to implement. There are some complications here regarding the build order that we'd have to work out, such as whether it should intelligently skip a farm if you have plenty of food or skip infrastructures you don't have the power to run. If we want the player to have the ability to change the build order, we'd also have to implement a whole new UI window for swapping build order and that would increase the dev cost of implementing the feature. But this feature is definitely in our planet gameplay iteration list, and I'd love more feedback on how people think it should work.

Originally posted by NihilRex:
Starbase Queueing rework - If I have ~2500 metal\turn production in a system across 3 starbases, currently, I can only produce 3x 600metal probes per turn, which is odd. If I have 1800 metal\turn and 2 starbases, I can only produce 2 probes, also non-intuitive. Finally, when the last turn of a construction only needs 100 metal the remaining capacity is not applied to the rest of the queue, which seems odd.
Interesting, I'd classify these as bugs. Just a quick note here for the sake of clarity for anyone reading this, build capacity and metal/turn are different stats so you could have 2500 tons of metal/turn in a star system but only 1800 tons/turn of build capacity and that would mean you can only produce 1800/turn on ships.

What's supposed to happen is that the entire build capacity across a star system is totalled up once and then that entire amount applied to the build queue, as you expect. That's the whole point of letting players build multiple starbases in one star system, because the build capacity of all the starbases will stack and you can churn out ships very quickly if you manage to put together a 4-5 planet shipyard system. I've added these bugs to our internal bug list for the next update and will investigate them soon.

Cheer,
-- Brendan, Lead Developer

NihilRex Feb 13 @ 8:07am 
Originally posted by Nyphur:
Hey NihilRex,

Thanks for the detailed feddback! As usual, I'll address each point in turn and integrate them into our iteration roadmap where appropriate:
<snip>
Originally posted by NihilRex:
Trade routes - There should be some kind of way to setup trade routes en masse from the planets screen, as currently it takes forever to figure out where to send\recieve resources to optimize system flow.
If you're referring to the Planets dropdown menu, that's a bit tricky. We have a mockup from feedback with another player of a way to add Trade Routes to this UI, but it's still going to be tricky to implement and we'd want to make sure the payoff is worth it. If you mean from the Services tab on the planet screen, I'm not quite sure what you mean by creating them en masse. Could you give me an example of how you'd like this to work? Or any small changes that might help, like the ability to Clone an existing trade route?
<snip>
Cheer,
-- Brendan, Lead Developer

The Planet sidebar\tab on the galaxy map lets me see what planets have in stock and production\turn. To make a trade route, I have to enter the planet, go to the services tab, and then find the other end of the trade route on the live map.

I would prefer to be able to create traderoutes either from that tab, or using dropdowns instead of the map, so that specialized planets are more userfriendly to setup and maintain.

If I was unclear, I'll try and mock something up.
NihilRex Feb 13 @ 8:26am 
I went ahead and mocked it up, because I was unsure of my wording... behold my glorious Excel and Paint skills! (Your artists are sooo much better)

https://i.imgur.com/c1qDhH1.png
< >
Showing 1-3 of 3 comments
Per page: 15 30 50