I mean, every statistic is so self explanatory.
Right, but its context, and thus what it does ultimately mean, can only be gauged with a lot of experience.
This is... interesting. I don't mean to call you guys dumb or anything, but I don't see it. I mean, every statistic is so self explanatory.
This is... interesting. I don't mean to call you guys dumb or anything, but I don't see it. I mean, every statistic is so self explanatory.
Not really. How better is a ship with 400 armor rating than one with 200 armor rating? Is a 200 base flux dissipation rate considered good or average for a frigate? It's not explained intuitively in the UI.
With certain complex games (I'll take pokemon) there's big, complete wikis to help. Bulbapedia, to use pokemon as an example. The community does its part to nurture new players while the developer builds the game. We don't even have a brief list of what each mysterious weapon and ship is good for and why.Starsector wiki (http://starsector.wikia.com/)
brief one-sentence description(s) of the weapons of the game as the community sees them- which ships are useful for what, what they shouldn't be used forcovering all the small and medium weapons, frigates and destroyers, with graphics included.
Isn't this learning process a big part of the "fun"?
Personally, I find it easier to not bother calculating numbers and do it the simple way: Which weapon is better? Run a simulation and test it out.
returning-after-hiatus player perspectives.Well, where I'm coming from with my 'the game flows smoothly and is self-apparent regardless of the stats' perspective is after a year-long hiatus of not playing the game at all. There's been some significant changes, especially CR and I'm find that even CR isn't too complicated to understand. Get supplies, keep the supplies flowing.
In general, I'm simplifying things here and there. The ship tooltip, for example, lost a couple of stats in the last update - iirc the CR loss/second value was standardized and so removed as a player-facing value. I've been thinking of culling a few other low bang-for-the-buck values like this as well. (shield/phase upkeep, perhaps? shield flux/damage could possibly be standardized as well, with notable differences expressed via built-in hullmods.)
Remember a long time ago ship tooltips used to show a few basic stats (offense/defense/etc) on a 1-10 scale, using pips? There was a *lot* of feedback asking to see the actual numbers.
Maybe an option for the old dots system might work. Simple/complex stat display, so the experienced players are happy and newbies aren't intimidated.
Remember a long time ago ship tooltips used to show a few basic stats (offense/defense/etc) on a 1-10 scale, using pips? There was a *lot* of feedback asking to see the actual numbers.Maybe an option for the old dots system might work. Simple/complex stat display, so the experienced players are happy and newbies aren't intimidated.
Why not show both? In this case the pips are computed by comparing weapon/unit stats against the average weapon/unit stats in that category.Spoiler(http://i.imgur.com/g4dRQfp.jpg)
(http://i.imgur.com/xBRvDyQ.jpg)[close]
Crude test version of one-line weapons guide. (http://starsector.wikia.com/wiki/User:Histidine/Sandbox1) Not as good looking or useful as I'd imagined it would be.Damn, I was just about to do my own guide. I even started! And only started...
In general, I'm simplifying things here and there. The ship tooltip, for example, lost a couple of stats in the last update - iirc the CR loss/second value was standardized and so removed as a player-facing value. I've been thinking of culling a few other low bang-for-the-buck values like this as well. (shield/phase upkeep, perhaps? shield flux/damage could possibly be standardized as well, with notable differences expressed via built-in hullmods.)
While making stats more accessible is not a bad thing, there are actually some not displayed stats that i'd like to see:
- Ship acceleration and turn rate ( they were previously vaguely present as manoeuvrability).
For example it is possible to have about same speeds on slower frigates & Falcon with hullmods, but huge difference in these stats is not mentioned in tooltip and hard to measure in play.
- Ship system flux costs, durations, cooldowns, effect values (where applicable).
- Flux cost per shot for weapons (in addition to flux per second that is already present)
- Active vent rate (Not particulary important for vanilla, but many mods add hullmods that modify it)
Remember a long time ago ship tooltips used to show a few basic stats (offense/defense/etc) on a 1-10 scale, using pips? There was a *lot* of feedback asking to see the actual numbers.Maybe an option for the old dots system might work. Simple/complex stat display, so the experienced players are happy and newbies aren't intimidated.
Why not show both? In this case the pips are computed by comparing weapon/unit stats against the average weapon/unit stats in that category.Spoiler(http://i.imgur.com/g4dRQfp.jpg)
(http://i.imgur.com/xBRvDyQ.jpg)[close]
YES! The Wargame series is a perfect example. Extremely deep and complex game with a huge number of stats but the coloured bars go a long way to helping- I can see at a glance which unit is good at once, and how they compare to other units.
Flux per shot/other: Maybe, yeah. It's another tough call as to whether to add an easily-calculated piece of derived info, i.e. whether it's worth the extra screen space or not. I'd love to take another look at the weapon tooltip at some point, and, as mentioned elsewhere, making it easier to compare weapons there could be a very good thing.This is useful for weapons with a very slow rate of fire, such as antimatter blaster or tachyon lance.
I think David pointed me to this a while back :) It looks good, yeah! One of the issues is the vertical screen space; the ship stats panel would get about 2x taller with this approach. Another issue is picking the right scales for the bar. For example, for armor, would you show "armor within size class" or absolute? If you show "high armor (for frigates)", then it's useless for seeing how the armor of a frigate compares to a destroyer, and it's not always less. If you do absolute, then the nuances of frigate to frigate comparisons might get lost. Still, that's not that big a deal and the right way to approach that could probably get figured out. UI layout is the bigger issue.Not to mention the whole thing falls apart when mods, which may not be balanced against vanilla ships, is concerned. A single overpowered ship is going to wreck the scale. if the scale is automatically calculated, every "balanced" ship is going to be pushed to the lower end of the scale. If the scale is manually assigned, that means double the work for ship designers, and a mod ships's "average" may still be way better than the vanilla scale, and comparison with such result is disastrously misleading.
A single overpowered ship is going to wreck the scaleThere are various ways to deal with that problem; for starters the UI could instead show how many sigmas it's away from the trimmean.
the ship stats panel would get about 2x taller with this approachIt doesn't have to be pips or bars; simple color coding works too. Surely it conflicts with the current color coding of skill/hullmod bonuses (like 2200(+200) flux capacity will be shown in light green), and I reserve my opinion on whether overriding the default one is a good thing.
Another issue is picking the right scales for the bar. For example, for armor, would you show "armor within size class" or absolute? If you show "high armor (for frigates)", then it's useless for seeing how the armor of a frigate compares to a destroyer, and it's not always less. If you do absolute, then the nuances of frigate to frigate comparisons might get lostMaybe show a frigate's armor value on a scale from average frigate armor value to average destroyer armor value, if it's above the frigate average but below the destroyer average, for instance.
The UI works fine for me, for the most part. One exception: the Logistics tab on the bottom left. 40/44 fleet points or whatever. OK, but there's abnsolutely nothing (to my knowledge) that describes that information as it correspods to actual fleet units. Grab a hound (3 deployment points), pop it in the fleet, 41/44 points. Grab a 12-point cruiser and it goes up by 8. Not much consistency that I can find and zero descriptive tooltips or info. Unless I'm just being obtuse myself and overlooking something simple.
This is... interesting. I don't mean to call you guys dumb or anything, but I don't see it. I mean, every statistic is so self explanatory.^^This.
There is a desperate need for an in-battle summary of the state of your forces.