Quality of Life and Game Suggestions
Posted: Thu Oct 20, 2022 12:58 am
First, this is going to be a bunch of suggestions, my apologies if these have already been suggested by others.
The game seems to be fairly complete and in depth, but it seems at times overwhelming in some management aspects, particularly with technologies, the following are some suggestions for reducing some management.
First, technologies are presently listed alphabetically, which makes the list seems somewhat chaotic. An idea would be a tree structure by category (Drives, Armour, Heat Sinks, Councilor Improvements, Relations, Aliens, Power Planets, Nation Combining, Nation Splitting, etc). This would help one be able to look for what kinds of technologies they want to research.
Many technologies are soon rendered obsolete, notably drives. It would be nice if they hide or go to a category of "obsolete", to reduce the many-page list of technologies still not researched. Many chemical drives would seem to go well once nuclear drives are developed.
Similarly, various technologies to unify groups/continents, or split nations into chunks may be uninteresting to me if I do not have that nation, or do not want to breakup a nation I control. It would be nice to be able to "flag as obsolete/unwanted" technologies to hide them in the list (with an option to show hidden/obsolete technologies if you want to restore one).
Similarly, in ship designs, Drives, Power Plants, and Utility modules could do with categories (as Weapons do). Perhaps divided into Fission, Fusion, Exotic, etc. Or Electro-Chemical/ElectroStatic, etc drive types.
Finally, a game-play issue I have experienced. Hab Assaults, with Marines, seems to ignore defense modules (such as the Layered Defense Module) on the station/outpost. It would make sense that a station should be able to fire on a hostile/approaching ship rather than letting them dock and board with marines.
Thank you for your time.
The game seems to be fairly complete and in depth, but it seems at times overwhelming in some management aspects, particularly with technologies, the following are some suggestions for reducing some management.
First, technologies are presently listed alphabetically, which makes the list seems somewhat chaotic. An idea would be a tree structure by category (Drives, Armour, Heat Sinks, Councilor Improvements, Relations, Aliens, Power Planets, Nation Combining, Nation Splitting, etc). This would help one be able to look for what kinds of technologies they want to research.
Many technologies are soon rendered obsolete, notably drives. It would be nice if they hide or go to a category of "obsolete", to reduce the many-page list of technologies still not researched. Many chemical drives would seem to go well once nuclear drives are developed.
Similarly, various technologies to unify groups/continents, or split nations into chunks may be uninteresting to me if I do not have that nation, or do not want to breakup a nation I control. It would be nice to be able to "flag as obsolete/unwanted" technologies to hide them in the list (with an option to show hidden/obsolete technologies if you want to restore one).
Similarly, in ship designs, Drives, Power Plants, and Utility modules could do with categories (as Weapons do). Perhaps divided into Fission, Fusion, Exotic, etc. Or Electro-Chemical/ElectroStatic, etc drive types.
Finally, a game-play issue I have experienced. Hab Assaults, with Marines, seems to ignore defense modules (such as the Layered Defense Module) on the station/outpost. It would make sense that a station should be able to fire on a hostile/approaching ship rather than letting them dock and board with marines.
Thank you for your time.