FreeOrion

Forums for the FreeOrion project
It is currently Thu Jun 20, 2013 6:37 am

All times are UTC




Post new topic Reply to topic  [ 14 posts ] 
Author Message
 Post subject: Buildings - making a better list, limiting micromanagement
PostPosted: Tue May 15, 2012 7:04 am 
Offline
Space Dragon

Joined: Mon Aug 15, 2011 5:33 pm
Posts: 429
I wish the buildings tab on production screen were split three ways:
1) buildings -> these affect only the current planet
2) shipyards -> a single shipyard in a system, to limit micromanagement (why should I have the option to build a shipyard in all 6 planets in a system is beyond me, as it's completely unnecessary)
3) wonders/breakthroughs -> whatever we call them. The kind of buildings that we should be only 1 in an empire and which affect the entire empire (Observatory, Bioterror Projection Base, Genome Bank, Cloning Center etc.)

I realize the problem of already built buildings appearing on the list would not be solved, but this way at least, the screen would be less cluttered.

----------------
Another idea I had - limiting the number of buildings that can be built on a planet. Shipyards would be excepted, as they are built in-system rather than on-planet, fluff-wise. Either a general cap, say, 10, or a cap depending on a planet's size and/or habitability.


Top
 Profile  
 
 Post subject: Re: Buildings - making a better list, limiting micromanageme
PostPosted: Tue May 15, 2012 2:47 pm 
Offline
Design & Graphics Lead
User avatar

Joined: Sat Sep 23, 2006 7:09 pm
Posts: 3707
Location: USA — midwest
Zireael wrote:
Another idea I had - limiting the number of buildings that can be built on a planet. Shipyards would be excepted, as they are built in-system rather than on-planet, fluff-wise. Either a general cap, say, 10, or a cap depending on a planet's size and/or habitability.

If the buildings are more than rarely pushing 10 per planet (excluding shipyards), then we've probably defined the buildings so that too many are 'build-everywhere' buildings.

_________________
—• Read this First before posting Game Design Ideas!
—• Design Philosophy

—•— My Ideas, Organized —•— Get an Avatar —•— Acronyms —•—


Top
 Profile  
 
 Post subject: Re: Buildings - making a better list, limiting micromanageme
PostPosted: Tue May 15, 2012 4:33 pm 
Offline
Vacuum Dragon
User avatar

Joined: Fri Jan 20, 2006 9:34 pm
Posts: 938
Location: GA
I can't think of many, just SYs.

_________________
Computer programming is fun.


Top
 Profile  
 
 Post subject: Re: Buildings - making a better list, limiting micromanageme
PostPosted: Tue May 15, 2012 5:31 pm 
Offline
Space Dragon

Joined: Mon Aug 15, 2011 5:33 pm
Posts: 429
I thought of the cap before I thought about making SYs systemwide.

Indeed, making SYs systemwide would probably remove the problem of too many buildings at a planet.


Top
 Profile  
 
 Post subject: Re: Buildings - making a better list, limiting micromanageme
PostPosted: Sun Jun 10, 2012 10:38 am 
Offline
Space Dragon

Joined: Mon Aug 15, 2011 5:33 pm
Posts: 429
Bump - any hope of getting the tabs split? I saw another person on these forums who complained about already built items being in the 'producible' tab...


Top
 Profile  
 
 Post subject: Re: Buildings - making a better list, limiting micromanageme
PostPosted: Fri Jun 15, 2012 5:50 pm 
Offline
Design & Graphics Lead
User avatar

Joined: Sat Sep 23, 2006 7:09 pm
Posts: 3707
Location: USA — midwest
Zireael wrote:
I thought of the cap before I thought about making SYs systemwide.

Indeed, making SYs systemwide would probably remove the problem of too many buildings at a planet.

Huh? There's seldom a reason to build more than one shipyard in a system, so enforcing one shipyard per system wouldn't change much.

Though currently the species of the planet with the shipyard determines the species of the colony ship, so unless that gets changed-- one shipyard per system is not a good idea. In the future different species will probably be better or worse at ship combat.

_________________
—• Read this First before posting Game Design Ideas!
—• Design Philosophy

—•— My Ideas, Organized —•— Get an Avatar —•— Acronyms —•—


Top
 Profile  
 
 Post subject: Re: Buildings - making a better list, limiting micromanageme
PostPosted: Sat Jun 16, 2012 1:46 am 
Offline
Vacuum Dragon
User avatar

Joined: Fri Jan 20, 2006 9:34 pm
Posts: 938
Location: GA
I'll often do it at a location with a strategic sugnificance. Isn't a single shipyard limited in how many resources it can consume each turn?

_________________
Computer programming is fun.


Top
 Profile  
 
 Post subject: Re: Buildings - making a better list, limiting micromanageme
PostPosted: Sat Jun 16, 2012 7:47 am 
Offline
Space Dragon

Joined: Mon Aug 15, 2011 5:33 pm
Posts: 429
Maybe a single shipyard for a system is a bad idea, but what about these tabs?


Top
 Profile  
 
 Post subject: Re: Buildings - making a better list, limiting micromanageme
PostPosted: Sat Jun 16, 2012 2:05 pm 
Offline
Design & Graphics Lead
User avatar

Joined: Sat Sep 23, 2006 7:09 pm
Posts: 3707
Location: USA — midwest
marhawkman wrote:
I'll often do it at a location with a strategic sugnificance. Isn't a single shipyard limited in how many resources it can consume each turn?

No, though making such a limit has been considered.

_________________
—• Read this First before posting Game Design Ideas!
—• Design Philosophy

—•— My Ideas, Organized —•— Get an Avatar —•— Acronyms —•—


Top
 Profile  
 
 Post subject: Re: Buildings - making a better list, limiting micromanageme
PostPosted: Sun Jun 17, 2012 8:59 am 
Offline
Space Dragon

Joined: Mon Aug 15, 2011 5:33 pm
Posts: 429
Is there a chance of getting the tabs I mentioned in the first post? It would make the lists clearer and more understandable...


Top
 Profile  
 
 Post subject: Re: Buildings - making a better list, limiting micromanageme
PostPosted: Sun Jun 17, 2012 3:45 pm 
Offline
Designer and Programmer
User avatar

Joined: Tue Aug 14, 2007 6:33 pm
Posts: 1812
Location: Orion
Zireael wrote:
Is there a chance of getting the tabs I mentioned in the first post? It would make the lists clearer and more understandable...
Not easily. The classification of buildings you described aren't different in terms of anything that could easily be sorted by.

_________________
Warning: Antarans in dimensional portal are closer than they appear.


Top
 Profile  
 
 Post subject: Re: Buildings - making a better list, limiting micromanageme
PostPosted: Tue Jun 19, 2012 7:29 am 
Offline
Space Dragon

Joined: Mon Aug 15, 2011 5:33 pm
Posts: 429
Bigjoe5 wrote:
Zireael wrote:
Is there a chance of getting the tabs I mentioned in the first post? It would make the lists clearer and more understandable...
Not easily. The classification of buildings you described aren't different in terms of anything that could easily be sorted by.


So why do we have these "wonder-type buildings" and "shipyards"? Both of these have different usage than "standard buildings"...


Top
 Profile  
 
 Post subject: Re: Buildings - making a better list, limiting micromanageme
PostPosted: Tue Jun 19, 2012 11:58 pm 
Offline
Designer and Programmer
User avatar

Joined: Tue Aug 14, 2007 6:33 pm
Posts: 1812
Location: Orion
Zireael wrote:
Bigjoe5 wrote:
Zireael wrote:
Is there a chance of getting the tabs I mentioned in the first post? It would make the lists clearer and more understandable...
Not easily. The classification of buildings you described aren't different in terms of anything that could easily be sorted by.


So why do we have these "wonder-type buildings" and "shipyards"? Both of these have different usage than "standard buildings"...

Every building has a different use from every other type of building. I'm not even sure what the distinction you're making between "wonder-type buildings" and "standard buildings" is, and the only thing that distinguishes a "shipyard" from a "standard building" is that there exist some ship parts or hulls that have that building as a location condition - not the easiest thing to check for. We could do it with tags, I guess, but then that seems to needlessly confuse the relationship between the source code and the content files.

Also, there's no reason "shipyards" couldn't have some effects like normal buildings too...

_________________
Warning: Antarans in dimensional portal are closer than they appear.


Top
 Profile  
 
 Post subject: Re: Buildings - making a better list, limiting micromanageme
PostPosted: Mon Jul 02, 2012 1:00 pm 
Offline
Design & Graphics Lead
User avatar

Joined: Sat Sep 23, 2006 7:09 pm
Posts: 3707
Location: USA — midwest
Zireael wrote:
1) buildings -> these affect only the current planet

Do we even currently have any like that?

The general plan is to avoid the MoO/Civ "build lots of buildings everywhere" thing. I part by making them more like Wonders (wide ranging effect) or useful only in specific situations (Shipyards).

_________________
—• Read this First before posting Game Design Ideas!
—• Design Philosophy

—•— My Ideas, Organized —•— Get an Avatar —•— Acronyms —•—


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 14 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group