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Merge Debris Fields
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Topic: Merge Debris Fields (Read 522 times)
Zsar
Captain
Posts: 312
Merge Debris Fields
«
on:
June 08, 2023, 06:43:05 PM »
Very often (most egregiously in Probes) an encounter or several back-to-back encounters will spawn more than one Debris Field in the same place. Seldomly the sector creation algorithm will also spawn mostly-overlapping Debris Fields in systems.
Issues:
The normal campaign view does not provide any visual clue that there might be more than one.
The System map view is not setup to handle overlapping entities ("pixel hunt") - but at least can display them.
The Salvage ability has a cooldown which interrupts game flow and leads to a consistency error: What can be generated at once should be processable at once.
Sanity Check: How would one, in the real world, distinguish between several fields at the same position? They'd just form one big field.
It would be very nice if overlapping Debris Fields could be merged, such that one visual representation corresponds to one Field. If the previous field had already been explored, that state would have to be cleared (cheap solution: just replace the old one with the new one).
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Mortrag
Commander
Posts: 230
Re: Merge Debris Fields
«
Reply #1 on:
June 09, 2023, 02:37:15 AM »
If possible, this would be a nice improvement.
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BaBosa
Captain
Posts: 445
Re: Merge Debris Fields
«
Reply #2 on:
June 09, 2023, 04:24:22 AM »
You know if there are more debris fields by if the salvage button is lit up.
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Zsar
Captain
Posts: 312
Re: Merge Debris Fields
«
Reply #3 on:
June 09, 2023, 02:08:04 PM »
Err... wrong thread? Looks like an answer
to this other suggestion
?
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Gift-of-Life
Ensign
Posts: 38
Re: Merge Debris Fields
«
Reply #4 on:
June 09, 2023, 02:48:01 PM »
I think a better option would be to REMOVE the debris field graphic after clean up or podding. This way you see the next field, till clean. no?
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Zsar
Captain
Posts: 312
Re: Merge Debris Fields
«
Reply #5 on:
June 09, 2023, 03:02:23 PM »
That would not fix the annoyance that you "salvage" but somehow leave half (or a third) of the job unfinished, having to wait for the cooldown and possibly (if you were intercepted) having to interrupt your course.
... Currently I have to, at worst, 6+click(-to-stop)+wait+6+A+wait+6+A just for
one action
. And I think that really gets on my nerves. Even with Probes, it's 6+wait+6+A instead of just 6+A. And Probes tend to show up in clusters, so it really adds up.
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Gift-of-Life
Ensign
Posts: 38
Re: Merge Debris Fields
«
Reply #6 on:
June 09, 2023, 03:34:15 PM »
I fully understand your issue. The UI of this game is NOT good, and at times redundant.
I don't mind your original idea. I just suggested what i thought because it sounded simple to have done.
there is a QOL mod that covers this glaring game play flaw.
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Zsar
Captain
Posts: 312
Re: Merge Debris Fields
«
Reply #7 on:
June 09, 2023, 04:41:34 PM »
Oh? Mind a link or the name?
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Merge Debris Fields