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Post by MTKnife on Aug 17, 2021 18:44:35 GMT -5
At the top of the Ship Upgrade screen, there are two buttons, one with lines and one with a grid. Both of them seem to do the same thing, toggling the component list and grid back and forth. BTW, the screen here is confusing when a component is damaged; it's not clear, in the following screenshot, that the mass is reduced temporarily because a component is heavily damaged: It's also not clear that the "9/10" for Small components is telling you 9 of 10 Small modules are functional.
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Post by Cory Trese on Aug 21, 2021 9:32:14 GMT -5
I will see if I can add a hover over the "9/10" to indicate that it is showing how many are operational. I've never had anyone say that was confusing before, but I can see what you mean.
I think if the player has missed "the mass is reduced temporarily because a component is heavily damaged" this screen probably won't be the place to fix that confusion -- might be too much for the damage screen to be responsible for, to be honest. The wiki is really the place for deep dives.
I'll take a look at the buttons, but I suspect it is a type of button that has two active parts and conveys state to the user via a graphical shader toggle. That's what it looks like in the screenshot to me, but I will check the code when I get back to reviewing this report.
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Post by MTKnife on Aug 21, 2021 13:30:23 GMT -5
Yeah, the hover is a great idea.
Out of curiosity, does reducing mass for a damaged component do anything important in the model? I was just wondering if the player even needs to see it. Or is this just chrome?
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Post by Cory Trese on Aug 21, 2021 17:33:13 GMT -5
Yeah, the hover is a great idea. Out of curiosity, does reducing mass for a damaged component do anything important in the model? I was just wondering if the player even needs to see it. Or is this just chrome? Yeah, has impacts on mechanics in combat, landing and fueling. Very little, if anything in STF is just chrome for the sake of chrome. We really don't have the budget for that kind of stuff. We spend almost all the money on design and testing.
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Post by MTKnife on Aug 21, 2021 22:37:44 GMT -5
I figured that was the case...but if that part of the model isn't documented, there may not be much reason to show it to the player.
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Post by Cory Trese on Aug 21, 2021 23:05:04 GMT -5
That doesn't make much sense, at least to me.
I suppose we have different philosophies about it.
For the Star Traders games, there is very much a reason to show it to the player.
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Post by MTKnife on Aug 22, 2021 17:50:14 GMT -5
It's basic engineering psychology: there's a limit to how much information people can attend to, and if you give them something they can't use, it might distract from something they can use. If you think they can use this, show them how.
In this case, there's also the confusing fact that, for a damaged ship, the display at the top gives a different value than the stat screen in the center.
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