The Remove Module entry should always be visible at the top of the list, to save the incessant upscrolling. Or maybe include a hotkey (spacebar?) for removal mode?
19.
I really find the "basic" module list unhelpful. It might be useful for the tutorials, but in regular play it clutters the very limited space, starts open so you always have to close it and its limited selection of elsewhere duplicated entries creates cognitive confusion. Worthy of Microsoft at its finest.
20.
Regarding above, if you must have it :-) have it start closed, and reorient the list towards constructing your beloved $200 ships, and so include the cockpit, berth, small ammo, small coal closets instead of the larger bridge, quarters, ammo store etc etc.
21.
The last selected armour type should glow yellow. Or better yet, have a picture of the tile of the current armour in some corner of the blueprint screen.
22.
When you remove a module, maybe it should set the currrently selected armour type to the armour on that module, as I think the most frequent reason for a deletion is because it is simply being moved to a better location and this will save the hassle of reapplying the armour.
23.
Maybe rename:
Small Ammo Store -> Ammo Closet
Small Coal Store -> Coal Bunker
Sounds nicer, and they will appear adjacent to their larger counterpart in the list...
24. Movement Pathway Diagram
I'm still a bit vague on where module hatches and doors are located and how they interact. How about adding a mode in blueprint where it shows the pathways of movement in the ship, eg draws lines between the centre of each cell and each adjacent connected cell.
Ship Modules Thoughts
25. Corridors & decks
(i) I think corridors are too expensive and heavy, especially with armour. It really cramps the style of the aesthetically minded ship designer (I have noticed all your designs look like shoeboxes). How about reducing the price or, perhaps better, the weight of corridors slightly?
(ii) It would be nice to have a deck ladder (currently decks only connect horizontally).
26. More variety
Surely it would be easy and desirable to have flipped versions of nearly every module, just hold shift down while placing or something? It would reduce clutter in the menus, and increase variety of ship design possibilities. Or perhaps it would complicate crew movement or pathway generation?
27. Half-Struts
A triangular half-cell strut might look nice...
28. Small modules
Overall, I think the smaller modules (e.g. ammo, coal) are just never really worth it, except for the tiniest of ships. I understand they are supposed to be inefficient, but they are just too inefficient to provide a semblance of a choice. My first thought would be to change their size to 2 cells, as there are not enough 2 cell modules around, but that would affect existing designs I suppose, how about
(i) adding a 2 cell version,
(ii) giving the 3 cell versions just a tiny bit more capacity.
29. Coal Silo/Bunker.
Regarding above, it would be nice to have a vertical 2 or 3 cell coal storage module.
And rotated (ie vertical) versions of the balloons.
30. Docking Point
I am sure this has been suggested or modded. My suggestion is a single cell docking point module, pessing a button during battle would cause all the docking points on a ship to detonate, thus releasing the smaller ship/s. It's the kind of module that could have a million uses. Which would make it a valuable addition to the game experience.
31. Armour
Some speculations about armour (I could be wrong, I am sure you have put a lot of thought into it):
(i) Overall, it feels a bit ineffectual, especially as regarding protecting crew (see #43). It feels a tiny bit weak for its price. Arguably, you are better off increasing the surface area than armouring what you have.
(ii) Maybe its weight could be fractionally reduced or maybe punctured armour could still have some residual benefit for protecting crew?
(iii) Maybe the weaker armour prices are not differentiated enough? For eg make no armour $0?
(iv) Maybe the stronger (steel) armour weights are too differentiated? (eg steel is 10x heavier than other steel and other other steel is 3x heavier than other steel).
The Remove Module entry should always be visible at the top of the list, to save the incessant upscrolling. Or maybe include a hotkey (spacebar?) for removal mode?
Yep. Note you can right-click to remove modules.
19.
I really find the "basic" module list unhelpful. It might be useful for the tutorials, but in regular play it clutters the very limited space, starts open so you always have to close it and its limited selection of elsewhere duplicated entries creates cognitive confusion. Worthy of Microsoft at its finest.
It's there so that beginning players don't feel overwhelmed by the module list. I can make categories remember if they are open or closed though, which should help.
20.
Regarding above, if you must have it :-) have it start closed, and reorient the list towards constructing your beloved $200 ships, and so include the cockpit, berth, small ammo, small coal closets instead of the larger bridge, quarters, ammo store etc etc.
21.
The last selected armour type should glow yellow. Or better yet, have a picture of the tile of the current armour in some corner of the blueprint screen.
Yeah, I can add that.
22.
When you remove a module, maybe it should set the currrently selected armour type to the armour on that module, as I think the most frequent reason for a deletion is because it is simply being moved to a better location and this will save the hassle of reapplying the armour.
Good point.
23.
Maybe rename:
* Small Ammo Store -> Ammo Closet
* Small Coal Store -> Coal Bunker
Sounds nicer, and they will appear adjacent to their larger counterpart in the list...
Yep
24. Movement Pathway Diagram
I'm still a bit vague on where module hatches and doors are located and how they interact. How about adding a mode in blueprint where it shows the pathways of movement in the ship, eg draws lines between the centre of each cell and each adjacent connected cell.
Good point, I will add that. I might even make it display automatically in cases where the player is hovering with a module that would be disconnected if placed.
Ship Modules Thoughts
25. Corridors & decks
(i) I think corridors are too expensive and heavy, especially with armour. It really cramps the style of the aesthetically minded ship designer (I have noticed all your designs look like shoeboxes). How about reducing the price or, perhaps better, the weight of corridors slightly?
They already have basically no cost and no weight, it's pretty much all in the armour. But I get your point - it will mean rearranging quite a lot of numbers though.
(ii) It would be nice to have a deck ladder (currently decks only connect horizontally).
26. More variety
Surely it would be easy and desirable to have flipped versions of nearly every module, just hold shift down while placing or something? It would reduce clutter in the menus, and increase variety of ship design possibilities. Or perhaps it would complicate crew movement or pathway generation?
I'm not convinced this would add much.
27. Half-Struts
A triangular half-cell strut might look nice...
A, but you see, the collision system is based on a grid, so half-cells don't collide right.
28. Small modules
Overall, I think the smaller modules (e.g. ammo, coal) are just never really worth it, except for the tiniest of ships. I understand they are supposed to be inefficient, but they are just too inefficient to provide a semblance of a choice. My first thought would be to change their size to 2 cells, as there are not enough 2 cell modules around, but that would affect existing designs I suppose, how about
(i) adding a 2 cell version,
(ii) giving the 3 cell versions just a tiny bit more capacity.
I'm a bit confused at this item given that you elsewhere say that small ships are overpowered.
29. Coal Silo/Bunker.
Regarding above, it would be nice to have a vertical 2 or 3 cell coal storage module.
And rotated (ie vertical) versions of the balloons.
Nah, part of the gameplay is to figure out how to lay things out.
30. Docking Point
I am sure this has been suggested or modded. My suggestion is a single cell docking point module, pessing a button during battle would cause all the docking points on a ship to detonate, thus releasing the smaller ship/s. It's the kind of module that could have a million uses. Which would make it a valuable addition to the game experience.
Yeah, I want to investigate this, but no guarantees. My gut feeling is that many corner cases lurk therein. :)
31. Armour
Some speculations about armour (I could be wrong, I am sure you have put a lot of thought into it):
(i) Overall, it feels a bit ineffectual, especially as regarding protecting crew (see #43). It feels a tiny bit weak for its price. Arguably, you are better off increasing the surface area than armouring what you have.
(ii) Maybe its weight could be fractionally reduced or maybe punctured armour could still have some residual benefit for protecting crew?
(iii) Maybe the weaker armour prices are not differentiated enough? For eg make no armour $0?
(iv) Maybe the stronger (steel) armour weights are too differentiated? (eg steel is 10x heavier than other steel and other other steel is 3x heavier than other steel).
Yeah, I think armour is still a little underpowered or over-heavy.
Commander
Ship Design Menus Trivia
18.
The Remove Module entry should always be visible at the top of the list, to save the incessant upscrolling. Or maybe include a hotkey (spacebar?) for removal mode?
19.
I really find the "basic" module list unhelpful. It might be useful for the tutorials, but in regular play it clutters the very limited space, starts open so you always have to close it and its limited selection of elsewhere duplicated entries creates cognitive confusion. Worthy of Microsoft at its finest.
20.
Regarding above, if you must have it :-) have it start closed, and reorient the list towards constructing your beloved $200 ships, and so include the cockpit, berth, small ammo, small coal closets instead of the larger bridge, quarters, ammo store etc etc.
21.
The last selected armour type should glow yellow. Or better yet, have a picture of the tile of the current armour in some corner of the blueprint screen.
22.
When you remove a module, maybe it should set the currrently selected armour type to the armour on that module, as I think the most frequent reason for a deletion is because it is simply being moved to a better location and this will save the hassle of reapplying the armour.
23.
Maybe rename:
Sounds nicer, and they will appear adjacent to their larger counterpart in the list...
24. Movement Pathway Diagram
I'm still a bit vague on where module hatches and doors are located and how they interact. How about adding a mode in blueprint where it shows the pathways of movement in the ship, eg draws lines between the centre of each cell and each adjacent connected cell.
Ship Modules Thoughts
25. Corridors & decks
(i) I think corridors are too expensive and heavy, especially with armour. It really cramps the style of the aesthetically minded ship designer (I have noticed all your designs look like shoeboxes). How about reducing the price or, perhaps better, the weight of corridors slightly?
(ii) It would be nice to have a deck ladder (currently decks only connect horizontally).
26. More variety
Surely it would be easy and desirable to have flipped versions of nearly every module, just hold shift down while placing or something? It would reduce clutter in the menus, and increase variety of ship design possibilities. Or perhaps it would complicate crew movement or pathway generation?
27. Half-Struts
A triangular half-cell strut might look nice...
28. Small modules
Overall, I think the smaller modules (e.g. ammo, coal) are just never really worth it, except for the tiniest of ships. I understand they are supposed to be inefficient, but they are just too inefficient to provide a semblance of a choice. My first thought would be to change their size to 2 cells, as there are not enough 2 cell modules around, but that would affect existing designs I suppose, how about
(i) adding a 2 cell version,
(ii) giving the 3 cell versions just a tiny bit more capacity.
29. Coal Silo/Bunker.
Regarding above, it would be nice to have a vertical 2 or 3 cell coal storage module. And rotated (ie vertical) versions of the balloons.
30. Docking Point
I am sure this has been suggested or modded. My suggestion is a single cell docking point module, pessing a button during battle would cause all the docking points on a ship to detonate, thus releasing the smaller ship/s. It's the kind of module that could have a million uses. Which would make it a valuable addition to the game experience.
31. Armour
Some speculations about armour (I could be wrong, I am sure you have put a lot of thought into it):
(i) Overall, it feels a bit ineffectual, especially as regarding protecting crew (see #43). It feels a tiny bit weak for its price. Arguably, you are better off increasing the surface area than armouring what you have.
(ii) Maybe its weight could be fractionally reduced or maybe punctured armour could still have some residual benefit for protecting crew?
(iii) Maybe the weaker armour prices are not differentiated enough? For eg make no armour $0?
(iv) Maybe the stronger (steel) armour weights are too differentiated? (eg steel is 10x heavier than other steel and other other steel is 3x heavier than other steel).
Aerial Emperor
Ship Design Menus Trivia
18.
The Remove Module entry should always be visible at the top of the list, to save the incessant upscrolling. Or maybe include a hotkey (spacebar?) for removal mode?
Yep. Note you can right-click to remove modules.
19.
I really find the "basic" module list unhelpful. It might be useful for the tutorials, but in regular play it clutters the very limited space, starts open so you always have to close it and its limited selection of elsewhere duplicated entries creates cognitive confusion. Worthy of Microsoft at its finest.
It's there so that beginning players don't feel overwhelmed by the module list. I can make categories remember if they are open or closed though, which should help.
20.
Regarding above, if you must have it :-) have it start closed, and reorient the list towards constructing your beloved $200 ships, and so include the cockpit, berth, small ammo, small coal closets instead of the larger bridge, quarters, ammo store etc etc.
21.
The last selected armour type should glow yellow. Or better yet, have a picture of the tile of the current armour in some corner of the blueprint screen.
Yeah, I can add that.
22.
When you remove a module, maybe it should set the currrently selected armour type to the armour on that module, as I think the most frequent reason for a deletion is because it is simply being moved to a better location and this will save the hassle of reapplying the armour.
Good point.
23.
Maybe rename: * Small Ammo Store -> Ammo Closet * Small Coal Store -> Coal Bunker
Sounds nicer, and they will appear adjacent to their larger counterpart in the list...
Yep
24. Movement Pathway Diagram
I'm still a bit vague on where module hatches and doors are located and how they interact. How about adding a mode in blueprint where it shows the pathways of movement in the ship, eg draws lines between the centre of each cell and each adjacent connected cell.
Good point, I will add that. I might even make it display automatically in cases where the player is hovering with a module that would be disconnected if placed.
Ship Modules Thoughts
25. Corridors & decks
(i) I think corridors are too expensive and heavy, especially with armour. It really cramps the style of the aesthetically minded ship designer (I have noticed all your designs look like shoeboxes). How about reducing the price or, perhaps better, the weight of corridors slightly?
They already have basically no cost and no weight, it's pretty much all in the armour. But I get your point - it will mean rearranging quite a lot of numbers though.
(ii) It would be nice to have a deck ladder (currently decks only connect horizontally).
26. More variety
Surely it would be easy and desirable to have flipped versions of nearly every module, just hold shift down while placing or something? It would reduce clutter in the menus, and increase variety of ship design possibilities. Or perhaps it would complicate crew movement or pathway generation?
I'm not convinced this would add much.
27. Half-Struts
A triangular half-cell strut might look nice...
A, but you see, the collision system is based on a grid, so half-cells don't collide right.
28. Small modules
Overall, I think the smaller modules (e.g. ammo, coal) are just never really worth it, except for the tiniest of ships. I understand they are supposed to be inefficient, but they are just too inefficient to provide a semblance of a choice. My first thought would be to change their size to 2 cells, as there are not enough 2 cell modules around, but that would affect existing designs I suppose, how about
(i) adding a 2 cell version, (ii) giving the 3 cell versions just a tiny bit more capacity.
I'm a bit confused at this item given that you elsewhere say that small ships are overpowered.
29. Coal Silo/Bunker.
Regarding above, it would be nice to have a vertical 2 or 3 cell coal storage module. And rotated (ie vertical) versions of the balloons.
Nah, part of the gameplay is to figure out how to lay things out.
30. Docking Point
I am sure this has been suggested or modded. My suggestion is a single cell docking point module, pessing a button during battle would cause all the docking points on a ship to detonate, thus releasing the smaller ship/s. It's the kind of module that could have a million uses. Which would make it a valuable addition to the game experience.
Yeah, I want to investigate this, but no guarantees. My gut feeling is that many corner cases lurk therein. :)
31. Armour
Some speculations about armour (I could be wrong, I am sure you have put a lot of thought into it):
(i) Overall, it feels a bit ineffectual, especially as regarding protecting crew (see #43). It feels a tiny bit weak for its price. Arguably, you are better off increasing the surface area than armouring what you have.
(ii) Maybe its weight could be fractionally reduced or maybe punctured armour could still have some residual benefit for protecting crew?
(iii) Maybe the weaker armour prices are not differentiated enough? For eg make no armour $0?
(iv) Maybe the stronger (steel) armour weights are too differentiated? (eg steel is 10x heavier than other steel and other other steel is 3x heavier than other steel).
Yeah, I think armour is still a little underpowered or over-heavy.