Mystiqq wrote:
Also i was thinking of separate queue "tabs" to show "global" and "local" queues. Local would be the selected system/planet level stuff...
Right there is a conceptual problem (or difference) with what you're thinking. The whole point of the global queue is that it's a *global* queue. When the issue of local vs. global building, queues and shared PP was discussed, this was the big point: It's a global queue. Not local. You prioritize and plan buildings on an empire-wide scale, so it's (arguably) essential that we keep it clear in the player's mind that there is a single production queue... not separate local queues for each planet.
It sounds like you're trying to make a system / UI that's half way between the standard 4X game system of having separate queues for each city / planet, and the one we decided on, which is only a single queue for the whole empire.
In order to make this clear and unambiguous, we should, IMO, not use any sort of "filtering" of the queue based on the currently selected planet. This would confuse the player, because it's unclear where the projects on the queue at any given time are in the overall queue (which is the "real" queue), and it might show projects that are at completely opposite ends of the queue as right next to eachother when filtered for a single planet. Also, explaining why projects get funded or not is rather difficult with a location-filtered queue, since there would be no visible reason on the queue why one planet gets 30 PP / turn, but another gets 80 PP / turn (eg. if the 80 PP planet had 80 PP of projects higher on the queue than the first 30 PP project of the other planet).
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Create a project(s). Close the "project management" (Production queue is still visible). Select project from queue, now shows valid building locations etc. Select system/planet and press "assign project" button...
Why do you want to make several projects, and then assign them build locations as a separate step? IMO it's much clearer and simpler to have each project get assigned a location as soon as it is created... Since there's no way to build something without a location, why make it possible to have a project even be unassigned?
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...i hate the whole idea of "starlane jumps/area" idea, its "imprecise" and stupid.
Calling it "stupid" is meaningless, and calling it "imprecise" is unclear. What do you mean? It's quite "precise"... if something's within 2 lane jumps, then it's in, if it's not, it's not. With appropriate graphical display of affected systems when picking a build location, this is quite clear.
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You would know exactly what planets are being affected etc... Less "hassle".
There's no difference in the "hassle". You'd still have to show the player which planets are affected. The differences are in how those planets are selected and that using distance is more flexible and could be used to give the player more options (ie. place it here and get these 8 system, or there and get this one but lose that one... etc.)
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I'd suggest not putting anything on the queue until it has a build location and a ... thing to build. It's confusing if things can be "sort of" on the queue... what happens if you leave the screen or end the turn with something on the queue and unassigned?
How is it confusing? Its a project thats waiting to be "started". Not sure if we need a separate tab for these...
It's confusing that it's on the queue, which is supposed to be things (build projects or research) that are actually ready to be funded, not which still need additional interaction before they can get going. As above, it seems like a pointless step. Why move stuff onto the queue, if it's not fully done and ready to be built? Make the queue for stuff that is ready to go, and the build palette / project management area for stuff you can build. Putting something onto the queue without a build location would be like saying "I'll probably want to build this"... but not actually saying "build this"... It's clearer conceptually to keep the queue for only things that are fully selected, assigned and ready to go, rather than two classes of partly and fully ready to go projects.
Potentially we could have a quick-bar or somesuch, onto which you could put a few projects form the build palette or project management area, and then you could close the palette / area, and pick build locations for the things (or multiple copies of them). But we did this, it shouldn't be done with the queue, as that compicates and confuses its purpose and meaning.
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What do you mean by "...thing to build"?
I just was referring to the ability to assign a build location first, then pick a project, or pick a project and then assign a build location. "thing to build" is which project to build.
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Why insert at the top of the queue? Shouldn't it be at the bottom...? You'd probably want to finish in-progress projects before starting new ones, if PP are limiting.
Id rather have them on top and not need to scroll down everytime i create a project(s) then start finding location to build them on. I would think that finding someone to build/construct your project(s) would be some sort of a "top priority"?
Except that the position of a project on the queue already has a meaning, which is that it gets funded first, before any other projects get funding. If you start putting things on the queue at the top, then your previously partly funded projects would get bumped down, when the more logical place to put new projects, by default for the UI, would be at the end of the queue.
Really, this is just the same mis-use of the queue issue. If you want a quickbar of projects to place or make build orders for with the palette / manager closed, then do it separately from the queue.
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I suggesting showing the buildings at, or being built at, a planet underneath the planet on the sidepanel, and leaving everything on the queue visible at all times for clarity.
Thought about it, but not sure if im gonna use that. Theres already queue that can be open most of the time, why not use that.
For the reasons above... the queue is GLOBAL... not local. Filtering it is confusing and inconsistent.
We also need to have a non-production-related way of listing / showing the buildings at a planet, including finished buildings. IMO it's easier to show the in-progress buildings at a planet the same way as the finished ones, rather than having a separate UI function, or misusing the production queue for this purpose.
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I want to use minimal of space and that includes eliminating things that shows exact same thing in two or more places.
The queue shows what the prioritization of the build project is relative to all the other projects in the empire. The list of buildings under a planet shows where individual projects are being built, where finished buildings are located, and provides space for UI functions to interact with those buildings outside of the production screen.
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Is it possible to have 2 or more projects in development per planet?
Yes. There have been no established limits on locations of in-progress or finished buildings or combinations thereof. Potentially, we could later have limited buildings slots per planet, but there would probably be more than one per planet.