[Suggestions] Gameplay, Shipyard/Designer UI

Hey, So after finishing a couple of maps I have some suggestions. I played once as Terran and once as a custom race based on terran with the basic tech tree.

General gameplay ideas:

1. Add a research queue.

2. In a colony, construct more than one building per turn if there is enough manufacturing.

3. In a shipyard, construct more than one ship per turn if there is enough manufacturing.

4. When requesting a constructor by clicking the button in a starbase, send an idle one if available.

5. Make an option to "pass" the construction in a starbase to the next turn. Right now you can only postpone it indefinitely.

6. Setting a Rally point by right clicking anywhere (colony/starbase/empty tile), (this would only work when selecting an anchored shipyard).

7. Option to make a user design the default ship of a certain type. This will have 2 effects:

         7a. When an anomaly gives you a ship it's of the user design one instead of the default game generated one. Example: An anomaly gives the player a colony ship, the ship design is the user chosen default.

         7.b The "Request Constructor" button in starbases will add a user designed constructor to the shipyard queue instead of the default one.

 

Shipyard UI ideas:

1. Filters: It would be great to filter the list of ships according to size (hull type) and type (Escort/Capital/Assault) instead on having only Core/Enhanced/User categories. More categories are welcome. It should be possible to pick more than one filter at a time. So to find a user made transport you could filter the list by user made+size filters and see only those designs.

2. I think there should be a separation between designs made in the current map and general designs made before. (maybe a check-box to include all designs or just current map designs under the user filter).

3. Note the current rally point in the shipyard screen. Right now you can't check what is the rally point.

 

Designer UI ideas:

1. Filters again (like shipyard).

2. Button to undo last change, or better, undo changes one at a time according to order made (last first).

3. Button to remove all modules of a certain kind (i.e. remove all Life support modules or all engines).

4. In the designer the weight limit is shown only after switching to "Equip" tab. Should be visible when selecting a hull in the "Design" tab.

7,085 views 3 replies
Reply #1 Top

To reply: 

 

1.) In consideration from the devs,  but probably for a 1.3 update,  as per the most recent live stream (June 5).  Mostly because "it's the type of thing that has the potential to break a lot of stuff"

 

2. and 3.) Not gonna happen.  I believe it's been said by devs multiple times in days past.

 

4.) Already in the game...?

 

5.) Not sure what you mean here.   Why would you want to not use a constructor as soon as it got there (unless you're waiting for a tech to finish)?

 

6.) That'd be nice.   I agree.  Same with your idea to see the rally point from the ship yard screen. 

 

7.) Do you mean making a custom ship style (eg: when you start a new game, you have your custom ship templates as the starting ships?  It's apparently coming.   It took 2 expansions for GC2 to get it,  so don't hold your breath for it.

7a.) If you're talking about... like,  a new colony ship that you've made with an extra ion drive and sensors,  that'd be hard.  It's similar to the issue that caused 'Request Constructor' to be broken. 

7b.) In the process of being fixed?  

 

As for your shipyard/designer sort functions and quality of life fixes,  I'm alllllllllllll in favor.   That said,  the sort functions should be coming,  but not until the 1.1  update (refer to the most recent live stream again) because I believe they want to overhaul the sidebars or something beforehand.  

 

Hope that helps! 

 

 [Edited because I'm writing this on my phone and it hates me :P]

Reply #2 Top

Thx for the feedback it helps a lot! I haven't watched any streams so...

1. Break stuff how? 

2-3. too bad :(

4. Actually didn't check after 1.01 so... sorry about that.

5. What you said is one reason. Also, say you want to build a starbase in the intention of making it a mining one. but to get 2 resources you have to place it between them such that it does not include any of them in its radius, and then expand its radius by building the appropriate module. You send a constructor with 2 construction modules, the first one is spent on expanding its range +2. But you don't have any resources in its range before the radius increase so you can't build the mining ring, you have to wait for next turn. If you click "pass" you have to remember to go back to that starbase next turn. A workaround is to send the constructor (that has only 1 construction point left) outside a order it to pass one turn, it will "wake up" next turn and you can use. This fix would be nice to have though...

7.b Not exactly. When an anomaly gives you a gunboat, you get the most updated version you can build of a gunboat. I want to replace the default gunboat with a player made design. You can apply restrictions on the design so you can't get a transport instead or a design that is not yet accessible to the player at that point. The point is that sometimes you have better tech for a specific weapon type and you'd rather get that kind of ship. Another example is constructors with less sensors and more drives, I always make them like that and it would be great if anomalies would give me my constructor design instead of the default one.

By design I always mean just the modules (drives/sensors etc.) and not the appearence of the ships.

7.b Really? nice:) any idea how will we be able to chose whether to use our design or the default game design?

I have quite a few more ideas for the UI but... Well, I guess I'm waiting for v1.1 then :)

Reply #3 Top

Moved to the future ideas forum.