Post by jadraki on Jan 7, 2013 9:24:51 GMT -5
I've been thinking about all the things in ST that I'm grateful for. I.e., the things I'd ask for if they were not already part of the game.
Purposes: 1) kudos to the Clan Trese. 2) maybe a checklist of things for ST2.
I have a longer list, but I'll start small.
1) Contract information screen automatically calculates/updates the real time weeks remaining before the contact expires. This number sits next to the completely reliable "weeks to contact destination". This dashboard is super helpful for managing contracts, creating suspense and also pondering the nature of time as you can know that a contract is expired before the expiration actually occurs.
2) Consistent action economy. I think that the time that passes for every action is reasonable and thought out. Some players may have preferences for how long it takes to sell
Artifacts or buy a ship. But those are flexible parameters that can be tweaked for flavor and preferences. To me, what's more important is that some things could be both stupid and painfully lame. E.g., if visiting the Exchange multiple times without making purchases or viewing 40 versus 80 new ships caused time to increment, I would be annoyed. Also, it seems that “macro-time” in weeks is not affected by “micro-time” ship-to-ship combat, even if the combat takes 150 turns to resolve (Peter versus the Giant Chicken). These are good things.
3) Another interface mechanic item: Hitting “Surrender” by accident in the middle of combat opens up a confirmation button rather than automatically processing the command. More importantly for the button-mashers of the world, the confirmation button is not located on top of the Surrender button.
Lots more….
Purposes: 1) kudos to the Clan Trese. 2) maybe a checklist of things for ST2.
I have a longer list, but I'll start small.
1) Contract information screen automatically calculates/updates the real time weeks remaining before the contact expires. This number sits next to the completely reliable "weeks to contact destination". This dashboard is super helpful for managing contracts, creating suspense and also pondering the nature of time as you can know that a contract is expired before the expiration actually occurs.
2) Consistent action economy. I think that the time that passes for every action is reasonable and thought out. Some players may have preferences for how long it takes to sell
Artifacts or buy a ship. But those are flexible parameters that can be tweaked for flavor and preferences. To me, what's more important is that some things could be both stupid and painfully lame. E.g., if visiting the Exchange multiple times without making purchases or viewing 40 versus 80 new ships caused time to increment, I would be annoyed. Also, it seems that “macro-time” in weeks is not affected by “micro-time” ship-to-ship combat, even if the combat takes 150 turns to resolve (Peter versus the Giant Chicken). These are good things.
3) Another interface mechanic item: Hitting “Surrender” by accident in the middle of combat opens up a confirmation button rather than automatically processing the command. More importantly for the button-mashers of the world, the confirmation button is not located on top of the Surrender button.
Lots more….