n01487477
Posts: 4779
Joined: 2/21/2006 Status: offline
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Woo, thanks for your post, I don't believe we are trying to reveal "secret information", our purpose is to analyse the data in a more meaningful or useful way. I think your tool is terrific...we just wanted to extend that vision, and make the data more transparent, and more meaningful than it already is to the end user. Understanding can sometimes be found easier, in the little things. In hindsight, I haven't really written a well explained essay here, or outlined many of our ideas, but it is 2 am ... so please excuse any failings on my part to explain adequately... here goes... This is about having quick analysed Macro information, plus, the ability for the user to really understand what is happening, through micro historical game data. Of course you're right that concise information is more understandable, but by providing more analysis and prediction, we can surely help users make more meaningful decisions in their production / logistical / strategic choices. For instance, if we just showed all the air group data, with no aggregates/analysis, it would be meaningless, however if we add the dimension of showing average plane losses, incoming groups, their arrival date, the number of engines available and what might likely be produced by a certain date and potential upgrades ... thus analysing and (sometimes haphazardly - av.losses)predicting the future - thus giving meaningful warnings/advice, it would be easier for the user to calculate industrial requirements (build capacity - actually the program will do this)and make logical decisions - expand, halt, switch. (see screen shot of my access DB, from your csv's - for small direction of what I envision here) Ok, we don't want an automated system, the beauty for me, playing as the Japanese, are the choices I can make production wise, eg. accelerating ships or aircraft types. But wouldn't it be nice to determine out of a list of ships yet to arrive, what can be accelerated without the paper and pen calculations or LCU reinforcements, what to turn on / off regarding equip availability. Similarly, with production, it is not just the aggregates, but what needs to be shipped, when and to where. Using base supply etc (then regional)information, and it's Qty reduction, can't we give a prediction as to when and what needs to be supplied. Shouldn't we also be able to see what ships are en route, with what and how long before they arrive ? I know the TF in game data does some of this, just not in a well organised way. Regional and base consumption of resources etc, are not that interesting, but given tabular or graphical historicity, they jump to life, ala your fine program. By also calculating what surplus there is, and will be, surely we can also advise on expansion ... http://www.matrixgames.com/forums/fb.asp?m=1612397 (some elements here - without the expansion) Of course aggregates are important, such as a count on ship losses,(how many ppl hate counting these for their AAR's?) http://www.matrixgames.com/forums/fb.asp?m=1625019 But there are nut cases, like me, who just desire as much as possible when I want it, such as analysing all the pilot information(mission/experience increase etc) but and also having the ability to see a quick "to do" list... Or taken the fact that plane factories, in the industry screen, show limited information why can't we show this ... and (beyond the scope of this program) maybe within AE, allow users to just show all the plane factories, and organise it centrally, instead of ferreting around, writing notes and jumping from base to base ... http://www.matrixgames.com/forums/fb.asp?m=1579085 Some of our ideas are pipedreams, but many are useful, and I hope others will find them as such, so maybe you can have a look at this when it's semi-finished or use some our thoughts within AE ... but then, that is also up to the users desire & hopefully your teams willingness to listen to some fresh perspective, even if it is late to the party. I don't want to burden, the team with unnecessary coding/testing as I like everyone else is eagerly anticipating this add-on, however, if the savegame file is to be encrypted, then programs like this will be useless, and we will have no choice, so can we please make these info screens useful? Lastly, I speak for Floyd here,(he had the foresight to implement this) but the base clusters are fully dynamic and editable within the program, there is no fiddling outside the program. Sincerely, Damian
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