Geoff the Medio wrote:
How would fuel or other limits to where a ship can go be shown? Particularly for line with ETA indicators, if the move path doesn't go all the way to the mouse cursor, it'd be nice if there was some indication why.
What reasons are there besides fuel, and the more obvious "you haven't discovered starlanes that go these"?
If that's all the "whys" then we just need to make clear "what" is happening.
Geoff the Medio wrote:
Similarly, if a ship has to stop at a system for a turn to refuel, how is that shown? It would be confusing to have a (4) on one side of a system, and the next marker be (6) leaving the other side...
Yeah that would be weird. However it can simply be avoided if you can't plot a course past the point where fuel runs out.
Geoff the Medio wrote:
As well, if a ship is moving very slowly, the turns to get somewhere might be a very large number, and to avoid showing a very large number, the code currently checks for this case and returns a special "NEVER" value. For this case, and the related case of large numbers in ETAs, what should be shown? The circles in the mockups only really have space for one digit numbers.
If a ship cannot make it to a star without running out of gas, if the time is "NEVER", or for any other reason it just can't go there, the system mouseover indicator changes to a red "X" indicator. I've just uploaded the quick one shown.
Also the markers are big enough (as shown) for 2 digit numbers, but not for 3 digits. Is "NEVER" invoked before reaching 100?
What i'm not sure about is what to do when attempting to go further than is possible when
part of the trip is doable. We could:
1) draw the move lines as far as the fleet can go and then stop, or
2) only draw the move lines when the mouse is over a valid destination
"2" seems to be what we are doing now, so i wouldn't change it yet.