Shark7 -> RE: Game Suggestion: Policy (8/17/2010 2:58:41 PM)
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ORIGINAL: the1sean Thanks Erik, I like to Macromanage everything but my fleets and ship design. I think Silver Rocket has a good point, it gets overwhelming to get a dozen new colony notifications in the middle of a war. Having an optional dialog box that pops up and allows players to: 1: Name planet (text field), and name system (text field) (I think that if you are the first player to build a colony in a system you should get the option to rename the system, I think that having to open the game editor to do it is fiddly) 2: Order initial ground troops checkbox (check in order to enable immediate troop reruitment, with field set at some default, maybe amount of troops from last colonization dialog) 3: Construction checkbox (check in order to order something immediately constructed, with the dropdown menu defaulting on a "small spaceport") On the same note, can we do the same with spying missions? All the fields being blank when I go to issue spy missions is frustrating, it would be nice if the player could just tweak order based on that spy's previous mission straight from the mission complete popup, and send the spy back out to wreak more havok [:)] I like SilverRocket's policy suggestiong, the idea of allowing players to set policies just makes things smoother and reduces the tedium that a player has to deal with, expanding the fun-factor. Personally, I love this game, but it can bog down with all the minutiae just as it gets exciting with tons of war and conflict. Policies and a few more decision boxes that pile up in the fashion of the new diplomacy boxes would streamline things immensely. The new diplomatic boxes on the left side of the screen really beat the pants off of the old "popup boxes" for research, spying, colonization, etc. Is there anyway that these notification popups could get the same treatment as the left-side diplomatic boxes? many times the popups resolve all at the same time and you cant even see them all, let alone handle them without navigating away from the main window. Last note, thanks to you guys for implementing the suggestion that previous custom game settings are saved and reloaded at the beginning of a new custom game. That has saved me a ton of time! [X(] All good ideas, the only problem is some one like me who prefers to build a medium starport on the first (or largest) populated planet in a system, then smalls on the rest. I design small ports with no LR sensors, while medium has it so that I don't have a dozen different sensor sources per system (that does seem to affect performance for some reason). Another thing I would add is the ability to have a defense base auto-built when the planet reaches a certain population. I'm not talking just a "Build at 1 billion", but rather something that would be to the affect 'build 1 defense base every 3 billion population gain' etc. That way small planets, don't get over-defended, but larger, more important planets get adequate defense and the AI can manage keeping them defended for me. Edit: You know, starports could be handled the same way, simply have a check box that allows the AI to auto-retrofit a starport to the size of your choice when a population milestone is met. [:D]
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