Improvements, from a developper's point of view.

#1
This topic is attended to summarise the improvements that I would enjoy to see on this game. The idea is that poeple could add their view on it and game developpers could pick the stuff they like to implement.

From my small game experience , the game engine seems pretty strong and the part to be improved is really the GUI.

A good part of GUI improvements do not require a lot of work and often really improve the game experience. It could be a good idea to take some time and for each possible screen in the game see what is good and bad about it. However I would not say that a complette rework of the interface is to exclude. (and maybe letting people choose between the current one and the new one)

From my point of view fleet saving is very important. However, we can only enter a small list of numbers in order to play on the speed of a fleet. (and thus on the time the fleet will land back at home) So my idea is to enable the user to enter an integer value between 10 ( or 1 ?) and 100 rather than having a drop down menu with a subset of values.

After that I would see various small improvements of the GUI like. Theses changes would prevent the user to scroll. For examples:

Galaxy view: why have only 2 columns of planets, why not 4 or 5? Enable the user to chose the number of theses scolumns or auto-adapt to the available space on the screen.

Building view: here again having the possibilities to have more than one column could prevent users with a wide screen to do a lot of scrolling.

Shipyard view : same idea as the building view.

Fleet view: why have different screens/steps where one would be enough? My idea here is to merge them all in one.

I'm not really versed into fighting so I can't say much for this part. But if you want to bring new shiny stuff stuff to the game you can maybe add a building to make trades between players. Let's call it it a market.

The idea would be that in your market you can put resources to trade and looking for resources that other players want to trade. It would enable you to accept other players deal and automatically make the necessary shipements for both part. I guess the fleet to send with the shipment should be configured by the player when seeting an offer and when accepting one. Each level of the market would enable the player to trade larger volumes of resources.

Of course this idea would require more thinking and I do not know if it is acceptable in regard of the "ruby" trading, but I'm quite confident this feature will improve the game experience of many players. It is often frustrating to look for trade partners and it would be a nice way to give a sense of community to the game. It should also benefit both miner and fleeters: making deuterium exchange easier.

But again as I'm still quiet new to the game, I'm not sure if this building is needed or not.

To summarize my opinion about the game until now:
- Rich game content
- Poorer GUI: some good improvements could be made here
- Idea for new game content: the market

Re: Improvements, from a developper's point of view.

#2
Illmarin wrote:From my point of view fleet saving is very important. However, we can only enter a small list of numbers in order to play on the speed of a fleet. (and thus on the time the fleet will land back at home) So my idea is to enable the user to enter an integer value between 10 ( or 1 ?) and 100 rather than having a drop down menu with a subset of values.
This is on the list of things to get implemented I believe.
Illmarin wrote:Galaxy view: why have only 2 columns of planets, why not 4 or 5? Enable the user to chose the number of theses scolumns or auto-adapt to the available space on the screen.
Not quite sure I understand what you're saying here. Care to elaborate?
Illmarin wrote:Building view: here again having the possibilities to have more than one column could prevent users with a wide screen to do a lot of scrolling.

Shipyard view : same idea as the building view.
I could see where this could be nice to have, but it probably won't be a top priority if it's OK'd.
Illmarin wrote:Fleet view: why have different screens/steps where one would be enough? My idea here is to merge them all in one.
I'm pretty sure this was suggested, but I can't seem to remember the outcome. I'll look for it and edit it in after I post this.

EDIT: Here it is. No decision made but I like the idea.
Illmarin wrote:I'm not really versed into fighting so I can't say much for this part. But if you want to bring new shiny stuff stuff to the game you can maybe add a building to make trades between players. Let's call it it a market.

The idea would be that in your market you can put resources to trade and looking for resources that other players want to trade. It would enable you to accept other players deal and automatically make the necessary shipements for both part. I guess the fleet to send with the shipment should be configured by the player when seeting an offer and when accepting one. Each level of the market would enable the player to trade larger volumes of resources.

Of course this idea would require more thinking and I do not know if it is acceptable in regard of the "ruby" trading, but I'm quite confident this feature will improve the game experience of many players. It is often frustrating to look for trade partners and it would be a nice way to give a sense of community to the game. It should also benefit both miner and fleeters: making deuterium exchange easier.
I know this has been suggested, and I'll do the same here that I'm going to do for the fleet screen all-in-one topic.

EDIT: This and this feature market suggestions.


Also, the GUI is probably going to be improved in the future as a whole for the game. So perhaps some of your ideas will come into play at that point ;)
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