Then you should stop building outpost ships. This one is not a legit issue. If you put it at the top of the queue, it will get built the fastest. If you aren't sure how many you will want, or how soon you will need-- then order a smaller number, or don't put it at the top of the queue.Bigjoe5 wrote:There's still the advantage of not using (read: wasting) PP on outpost ships before you're sure you need them. Suppose at turn 50, you decide you don't need any more outpost ships...
Seriously, it's up to the player to decide if he wants something before the PP all get spent.
If there isn't already there should be a simply way to cancel a multi-unit order in the queue, and receive whatever percentage of the total you have provided enough PP for. Dragging the item out of the queue, or selecting it and hitting "DELETE" comes to mind.
This one is theoretically legitimate, but i'm not so sure it is very compelling. You may want two different ships at a constant rate, but it seems unlikely to me that that state of affairs would last a long time. If you are making so many of these ships that it's a pain to alternate in the queue: Outpost / MK1 / Outpost / ... Then maybe you could enqueue them in sets of 5: 5 Outpost / 5 MK1s / 5 Outposts / ... or something along those lines with little practical difference in the outcome.Bigjoe5 wrote:Another example is when there are two different object types that the player wants to build in multiple. Suppose he wants to build Outpost Ships and Mk. 1s at a constant rate.
Player 1 puts an outpost ship in the queue. Then he puts a Mk. 1 in the queue. Then he puts another outpost ship in the queue. Then he puts another Mk. 1 in the queue....
Player 2 puts a stack of outpost ships in the queue and a stack of Mk. 1s in the queue. Seems a lot more convenient to me.