It would also be helpful if there was some sort of route planning feature I could access in stations / from the map screen that could give me rough approximations of travel times so I could evaluate the pressure of time sensitive missions or distant bounties before committing to them. This would somehow need to be able to account for acceleration time entering and leaving sustained burn, travel impediments, and perhaps even indirect courses around obstacles like nebulae. In a dream world, you could maybe even plot an indirect course to a destination in the star map and then have your autopilot follow that as its route to the destination. I have no idea how feasible it would be to code something like that, though.
Now that, I think, is going a bit far. At some point, one has to actually play the game, and being able to eyeball things like that is part of being able to do well. It's also the sort of thing where it's tempting to try and estimate and make all these complex calculations, but in reality it would almost never produce the right answer.
In my experience, the more stuff a computation like this tries to consider, the more misleading it ends up being. You're much better off giving the player some primary facts (this far, this much fuel left, this many days assuming a straight line and current speed) and letting *them* make the more complex calculations in their head. Not at a math-level, necessarily - but an experienced player is going to eyeball this kind of stuff more accurately then an algorithm that makes all sorts of assumptions that will inevitably turn out to be wrong.
Simple, take the mechanic where when you release control of your fleet in close orbit of a celestial body it puts you in orbit only when set on a course it simply resumes course after a selected detour has been reached. No UI on the flight screen for it, just make it a part of the course setting-- you can select a detour and it'll return to course after unless you click on empty space for your fleet to lay in orbit in
I think that's glossing over the details of exactly how you would cancel it, which is the actual key point here.
Can a mod suppress the creation of the predefined core world star systems (as done at present) while letting the procedural generator do its usual thing, after which mod code adds its own markets to said procgen systems? (Rereading the blog post suggests yes, but just to be sure)
Yeah. There's another entry point for the procgen step, which can be configured in setting.json.
I think the usual RTS Shift-click waypoint system + adding a command insert functionality would be good. (I help out with a game that already uses this)
Needs no additional GUI buttons or changes to the current behaviour when clicking normally.
RTS waypoints normally work as follows:
- Click: Go to point immediately (normal behaviour)
- Shift* + click: Queue waypoint; will go to points in the order they are given
For our purpose we want these extra functions:
- Space* + click: Insert waypoint at front of queue
- Shift + Space + click: Insert waypoint in between existing waypoints, if close enough to the line between them
- Shift + click on existing point: Remove waypoint
Example use: Player fleet is flying along in hyperspace. A storm is directly ahead. Player inserts two waypoints off to the side of the storm with space-click. Fleet follows these waypoints around storm, then resumes heading for its original destination without further player input.
If the player needs to do complex manuevers (like evading a pursuing fleet) it'll likely end up being easier to manually control the fleet manually (without waypoints) until the situation is resolved, but that's a given.
*The fact that SS already uses Shift and Space for other things is an obvious issue with the proposal. One or the other function will need to go to a different key in each case.
Whoa there
A "maneuver to avoid whatever, then press <key> to resume course" scheme seems a lot simpler than that. I'd love to figure out a way to avoid having an extra key involved in that, though. But if you don't (and, say, simply resuming course will make autopilot take over after a few seconds), then how would one cancel this entirely?
Any reason it wouldn't work as ability button down near emergency burn and the others? Seems easier ro add versus a new button/click place.
Generally speaking, the ability slots shouldn't be a way to access basic UI features, they're just different things.