Spoiler
I see. Thank you for reading the forum and improvement. I was a bit fast to explain an issue, which existed only in my head.
Anyway, to my defence
- In 4 months of playing I didnt noticed that the weapon is dimming while disabled. So in my head there was no feedback. So make line red is welcome.
- You are right there is a text message over a ship, when weapon is disabled, however, it has similar information value like messages about low CR. Negative perception caused by Information noise is almost equal to positive information value. e.i. Text message information is very difficult to link, what weapon was disabled. If there is an option to "Disable text messages about weapons" I would tick it on. Simply because low information value while noticeable disturbance value.
Wraps it around, it looked me, that current feedback about ship status is low. (or difficult to read (same color for different flux types split by an almost invisible notch)) Therefore, an idea that user can get more info about ship status is great. (repair bar) So I wrote a funny Startrek story to emphasize importance of UI details.
Fair enough, on all points
I was further thinking about balance of
precise info vs certain uncertainty.
Here is an idea borrowed from Dungeon&Dragons. Player use 20sided die to check hit. There is whole book how to precisely count it. On top of it, there 2 simple rules, which override everything:
in case you roll 1 you miss
in case you roll 20 you hit
It is uncertainty.Abstraction to this is a captain from my story. Picard on the bridge.
He receives the information something is broken.
He receives precise information that it takes 10seconds to fix. (he sees the countdown timer on the main screen)
However,
in case you roll 1 it takes 30% more time
in case you roll 20 it takes 50% less time
It is uncertainty.There is a reason why bonus is bigger, human brain consider punishment more seriously. Therefore this trick could make it to most players (who obviously dont read game manual) feels like fair.Result is, player (usually) gets precise info, how long it takes.
Some times, weapon/system start to work again in the middle of the repair bar, (good luck uncertainty)
OR it also might happen, when repair info bar fills up to 100% it suddenly bumps down to 70% and count again. (bad luck uncertainty).
I know some people recommend add a digital number which shows repair status. well, ....
To
preventing UI clutter I would recommend to use weapon reload bar as repair bar status. e.i. in case weapon line is red, graphic element which is already there, switches the meaning.
Final Evaluation:
Player gets info. Usually. UI is not cluttered by another number. Uncertainty is there.In fact, it has graphical representation, Uncertainty is intentionally visualized. Player can hypnotize repair bar an BOOM (bad/good) luck hits > Emotion explosion.
So, do I deserve a cookie ?