blotunga hat geschrieben:
Yes we need it, on a small screen the items are very hard to hit... But maybe I just get rid of the manager info from the build screen and place the button there.
But the button is actually smaller than a line with an object in the queue (both vertically and horizontally) so it's harder to hit (you don't need to hit the icon of the object - the whole line works).
As for getting rid of the manager info, I like it very much there - don't remove it, please, because it's very helpful and it even exceeded my expectations.
blotunga hat geschrieben:
And yes it should limit the range. Imagine the complaints that "I've set a waypoint but my ships just hang around in the system they were built".
But now you will get complaints, too, and I will be the first one: "I can't set a waypoint to medium range so I am even unable to use it as to send my new colonizers to terraform my not-yet-colonized fringe systems" (I usually send large amounts of colonizers to do it fast) or "I can't set a waypoint to long range so I am unable to use it to send my new long range fighters to a friendly minor's system as to guard it against a possible invasion from my neighboring major." or "Why is it limited to short range if there are many situations in the game when it could be very useful outside of it?! It infuriates me!" etc.
The complaint you imagine could be addressed by the way I mentioned: the player gets a notification about the problem in the Events list in flashing red, eg. "USS Stargazer located in the Fatima system is unable to reach its destination so its orders are cancelled!" (you show him this way what he did wrong) - isn't it much more playerfriendly and improves the gameplay over just rigid limit to short range? If the player sets a waypoint the way it can't be used by his ship when it is built it is his fault so he should blame himself (and he will do better the next time learning from the notification in the Events list) but if he cannot set a waypoint at all in the situation he thinks it would have been very useful he has a valid reason to blame you as a creator so such complaints as I provided will probably be much more often.
BTW, the notification I provided should have already been in the game for situations when ships are on route and their orders are cancelled because their destination is no longer within their range.
Edit: Oops, I see you've already discussed some of it
Edit2: Do you have plans to introduce additional features from BotF?
1. Upgradeable ships - we have upgradeable outposts and starbases but I couldn't find a way in case of ships although we have mk II and III versions of some ships (as in BotF) and even ships from the same class can have different components thanks to the ship designer. In case of ships they should at least cost money but I would also welcome industry and resources.
2. Intercept order - limited to own territory and to certain categories of ships (as in BotF) or more general one. Without such order it's almost impossible to defend in most cases if an attacker does it right and sufficient system defenses are not in place.
3. Contested sectors - in BotF they provide tension between empires, can be ceded in diplomatic agreements, prevent entering them while in non-aggression or friendship agreement with the contestant and applying the intercept order in them even in times of war against the contestant (in times of war is perhaps a little too much). They are also nice from the roleplaying point of view.
BTW, is the ability to enter the territory of a friendly major a bug or a feature?
Edit3: I see we have long range waypoints in 0.6.90 - nice!
![Smile :)](./images/smilies/icon_smile.gif)
Would there be a way to show all ranges when you choose a waypoint? As it is now the player sees them before and after but not at the moment of choosing and has to rely on his memory which is suboptimal - if it's too much work, though, I am happy with what we have now
Edit4: I don't know how to cancel a waypoint but when you target the same system where a ship is built then you get the warning in the events that the target is not reachable - the warning isn't needed in this case because it's the same system so it's obviously reachable.