I really can't agree here - the days remaining for a bounty is information that -needs- to be visible on the map, because otherwise I have to click through every icon, see which bounty it matches up to, and then manually ignore entries that are too close to expiring. Now, this doesn't necessarily need to be presented in text form; a way to filter events by time in addition to tag would work (especially if it combined with travel time so I could filter out "events my fleet cannot possibly get to before they expire"), as could some sort of time display built into the icon (though most of the simple ways of doing that only work if we assume all bounties have the same initial duration).
I'll admit, I'm focusing on bounties here because that's what, in the current game, is the important thing on the intel screen for my playstyle. However, the same thing applies to any form of time-limited event. If I'm a trader looking to take advantage of temporary shortfalls, I need to be able to figure out whether I can get there in time. If I'm a pirate looking at intercepting a trader's convoy, I need to be able to figure out if I have enough time to intercept the fleet. This is critical information; without it, I have to check through each map icon individually to figure out which ones represent actual opportunities and which ones are just chaff.
The only two cases (of those currently presented) where time isn't a critical factor are missions (where the timer starts ticking when you accept it and thus you won't have ones that are almost-expired cluttering up the map), and hazard beacons (which have no time-relevant data at all, though for these it'd still be nice to be able to mark systems that you know you've cleared; a sort of a 'tag as unimportant' rather than the current 'tag as important' option.)
I see what you're saying, yeah. But: mousing over or clicking a few icons really isn't too bad, and an "is this possible" type calculation is bound to run into problems at some point. Still, will keep an eye on this when I get to more thorough playtesting; but regardless of how that pans out, this should already be a qualitative improvement.
Not to say that if there was an easy way to instantly convey this info - without cluttering stuff up - it wouldn't be a good idea. It's also, unfortunately, the sort of info that would be most useful when there are a lot of things to sort though, which also means an increased issue with clutter.
some sort of time display built into the icon (though most of the simple ways of doing that only work if we assume all bounties have the same initial duration).
Great Idea, I'd love a clock-like timer build into the icon. Another potential advantage of round icons:)
Maybe it could only start to tick down when "absolute time left" + "projected player travel time to icon location" reach a certain treshold.
Oh, hmm! Got excited for a second, but I think the icons are too small for that to be apparent.
Well, like I said, will keep an eye on it.
Speaking of which - what's the sorting criterion for the event list on the left, there? Time remaining would be a useful option for some event types.
It's sorted by importance, then type, and then by when the player found out about it. So e.g. within personal bounties, the newest ones would show up closer to the top of the list.
I would like to be able to see exploration missions and bounties on the same map since I often try to chain multiple different mission types in one expedition. Will selecting 'bounties' and 'exploration' show only events with both the mission and bounty tag? or will it show both missions and bounties? A good alternative might be player-placed markers on the map that persist when switching tags. Or I guess you mentioned the 'important' tag, that could be a work around maybe.
Tags are "and", so it'll only show stuff with both tags. Which in this case would be nothing. And, yeah, that's one of the things the "important" tag is meant to help with.
I'm not sure if this has been added or already fixed when hovering over a planet on the map. I want to know my relationship of said faction in that sector. When I hover over Corvus,it will show Hedgemony but in order to see if I'm friend or foe I have to go to factions tab. It is a pain do bounce back and forth on these tab since you lose information of what your doing.
That seems pretty unrelated to the blog post
Still, fair point; keep it in mind for when/if there's a good opportunity to take a look at it.
Can you hide certain tags which can be spoilers until the player encounters them in the world? I'm pretty sure the are a spoiler for newcomers.
No, and that's a fair point. I don't know if just the word "remnants" is spoiler enough, but yeah, would have to be cognizant of that.
Lastly, is it possible for the map to be functional while the game is unpaused, perhaps with additional time acceleration functions? If the player wants to pass time while keeping appraised of Sector happenings, that would be a way to do it.
Very much not, I'm afraid. The game really doesn't support "time passes while the core UI is up" - that is, it could, but things get weird when, say, your fleet reaches a jump-point or gets attacked by pirates or whatever.
This is highly relevant to my interests.
No, seriously, I'm loving this. Tag based systems are so wonderful, I wish I could use tags to organize all my real-world stuff, too. And I'm sure that you made it easy to, as you put it, "visualize the spatial relationships between events" is a huge step forward for game flow.
The only thing I can think of that's still sub-optimal is the separate map. It could probably be rolled completely into the intel UI. Oh, well.
You know, that's funny. I spent maybe a day (spread out over a few days) thinking that through and trying a few things.
What the design for that looked like is:
- A button to show/hide the intel UI widgets, i.e. list plus detail window, and adjust the brightness of the stars/nebulas (they're a lot dimmer in the intel view, to make the icons stand out)
- Two buttons, one to open the intel tab in map mode and one in intel mode
- Separate saved sets of "hyperspace map location being viewed" coordinates
Which, if you think about it, is almost identical to having two tabs. I think the "show on map" button ("S") and being able to use it to go to the map and then go back to the intel tab by pressing it again, exactly as you left it, goes a long way to make these feel tightly integrated and like part of the same UI.
Ideally, I think, it would show all, but items whetr both tags apply are on the top of the list.
One issue there is they'd all show up on the map, cluttering it up something fierce. Plus that'd be the sort of thing that's
super hidden from the player. I mean, yeah, "or" instead of "and" would be nice at times, but I'm not liking the UI/interaction complexity costs that come with that, and of the two, "and" seems the much more useful option. We're dealing with potentially lots of intel, and the goal is to be able to drill down, not show more and more of it.
Hopefully this will put the fuel range overlay in front of my face more often. [Insert self-deprecating smirk]
(Ouch.)