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Structure Logs and Keeping Factories Fed Messages in this topic - RSS

cyb0rg
cyb0rg
Posts: 123


4/13/2016
cyb0rg
cyb0rg
Posts: 123
When you have dozens of factories its hard to know if you are getting enough resources out to them.

It would be great if we could read all logs at once rather than having to look at each building.

Also it would be a real help to be able to see if a factory is able to build something this turn, like maybe a green/red light next to their name on the list.

Another thing that would help with estimating how many resources each factory needs is knowing how long it will take trucks to get where they are going. Perhaps this could be shown in the orders list.
edited by cyb0rg on 4/13/2016
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Doctor Dread
Doctor Dread
Administrator
Posts: 1478


4/13/2016
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
For complicated stuff like this I can't put anything on the viewscreen or assets page, its complicated to read as is.. But that is what the Reports page under Corp tab will have! I planned to have reports for things like this, just like in a real business! With graphs and such. THis is one that can get penciled in
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cyb0rg
cyb0rg
Posts: 123


4/14/2016
cyb0rg
cyb0rg
Posts: 123
It's also quite a pain upgrading a lot of things at once (like fighters). Could really use an easier way to upgrade everything.

Speaking of which (and I know this would not be easy to do and probably hard to hear as well) refreshing the page every time we do something is very bandwidth intensive and probably not the best thing to do on a mobile phone where bandwidth comes at a premium. Have you thought of using something like AJAX to update single fields instead of the whole page?
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Doctor Dread
Doctor Dread
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Posts: 30


4/14/2016
Doctor Dread
Doctor Dread
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Posts: 30
cyb0rg wrote:
It's also quite a pain upgrading a lot of things at once (like fighters). Could really use an easier way to upgrade everything.

Speaking of which (and I know this would not be easy to do and probably hard to hear as well) refreshing the page every time we do something is very bandwidth intensive and probably not the best thing to do on a mobile phone where bandwidth comes at a premium. Have you thought of using something like AJAX to update single fields instead of the whole page?


Its hard for YOU to upgrade everything because you have 50 structures and 25 units =)

The problem is that I've made everything build in like 2 turns for the Alpha so its probably easier to pump out units then it is to upgrade them. You also are getting a torrent of cash because everything builds so fast and the prices are all high because there are no other players or events to deal with. If you upgrade a set of fighters to 10 its like having 100 of them and the upkeep is 100 of them also but you're making so much money you should go for capital ships.

I'm probably going to limit the number of structures players can have, I need to do this for technical/abuse reasons anyway. , Something keyed to your Corp HQ like 5-10 structures per Corp HQ level . Maybe something similar for military units. Or maybe make it a cash penalty when exceeding your logistical capacity. Even though its cheaper and more profitable to upgrade a small number of structures you can go ape wild and pump out 300 ACPs and place one in every city in the solar system.

When events are in place you might find that strategy not as profitable as having a lot of transports handy. The price of certain goods might skyrocket suddenly in an area and you can make a killing by moving stuff there quickly. That and you'll have a hard time defending 200 positions
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cyb0rg
cyb0rg
Posts: 123


4/14/2016
cyb0rg
cyb0rg
Posts: 123
Yeah I was going to mention that it's far too easy to pump out a million buildings, but I think if somebody does eventually get powerful and their fleet is decimated, they probably shouldn't have to start all over from scratch. If they do you will probably have a lot of players rage quitting, especially if it takes forever to rebuild.
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Doctor Dread
Doctor Dread
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Posts: 1478


4/14/2016
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
cyb0rg wrote:
Yeah I was going to mention that it's far too easy to pump out a million buildings, but I think if somebody does eventually get powerful and their fleet is decimated, they probably shouldn't have to start all over from scratch. If they do you will probably have a lot of players rage quitting, especially if it takes forever to rebuild.


Tried to make the game in a way where it very hard to "wipe someone out" when they are in 10 places half of which are covered by city defenses of the Terran Fed or another player ruler. Also everything that gets destroyed auto-salvages for half it worth. Its not exactly a disaster if a large group of units gets destroyed. Which by the way is hard to do also. I mean you can retreat them when it goes bad. Fights can take several turns. you should TRY IT!
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cyb0rg
cyb0rg
Posts: 123


4/15/2016
cyb0rg
cyb0rg
Posts: 123
Doctor Dread wrote:
you should TRY IT!


Mwahaha
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