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Author Topic: Interface woes and space marines!  (Read 3336 times)

SCC

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Re: Interface woes and space marines!
« Reply #15 on: August 19, 2019, 02:12:11 PM »

2) Problem : when hovering over a fleet (e.g. while they're still chasing you), it is often very difficult to estimate how strong it is compared to yours. You're told the max. burn, the number of ships (if you count them all up) and each ship's hull type (barely). From this you can work out various stats, but it's very tedious (and borderline impossible for new players).
That's a lot of information. It would make sense for this to show up only when paused. FWIW there was a general "threat level" indicator added recently.
4) Problem : when on the deployment screen, it's often difficult to know how much more OP you're about to deploy than the enemy has.
Suggested solution : present (an estimate of) the total OP of the enemy fleet in the deployment screen.
It's quite simple: the enemy gets as many DPs as you don't get, to get the total of whatever your battle size is. I don't think it necessarily has to be shown, since the split is fairly intuitive. You get less if you are outnumbered, you get more if you outnumber the enemy.
6) Problem : when outfitting ships, finding the best weapon for your purpose for a slot can be tedious. E.g. finding the weapon with range greater than X (or equal to Y) that does most damage to shields/armour/hull/overall. Yes, you can hover over each weapon, but that and comparing the weapons manually can take a lot of time when there're 8+ different options.
Big issue here is that weapon stats go beyond what is written in the tooltip. They presumably could be sorted by those statistics, but certain weapons have strengths that aren't expressed with statistics. You have to learn what weapons do.
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