Star Sonata
http://forum.starsonata.com/

[Interface/Code] Slave Orders: Efficiency
http://forum.starsonata.com/viewtopic.php?f=103&t=47488
Page 1 of 1

Author:  biggee531 [ Tue Sep 13, 2011 10:08 pm ]
Post subject:  [Interface/Code] Slave Orders: Efficiency

Attachment:
SlaveOrder.png


So here's an example of a pretty efficient slave ordering system. The galaxy list would be dynamic based on the galaxies available after jumping etc, as would the bases. To sell babs, just check the sell box if it isn't already checked and click babs. This is just a basic concept, but i think it would be 100x more functional than the current system.

Author:  syberian [ Wed Sep 14, 2011 3:38 am ]
Post subject:  Re: Slave Orders: Efficiency

What about commodity list based on commods in base's trade tab? Would be tons easier to set orders.

Author:  biggee531 [ Wed Sep 14, 2011 12:07 pm ]
Post subject:  Re: Slave Orders: Efficiency

syberian wrote:
What about commodity list based on commods in base's trade tab? Would be tons easier to set orders.


I thought about that, but i wasn't sure how difficult or efficient that would be to implement. You're already having to query for the galaxies, as well as stations in each galaxy.

Author:  sabre198 [ Wed Sep 14, 2011 4:01 pm ]
Post subject:  Re: Slave Orders: Efficiency

the commodity list is pretty big, you sure you can fit all those on as buttons at the top. your example only has 3; boabs, oats and peas.

Author:  biggee531 [ Wed Sep 14, 2011 6:34 pm ]
Post subject:  Re: Slave Orders: Efficiency

sabre198 wrote:
the commodity list is pretty big, you sure you can fit all those on as buttons at the top. your example only has 3; boabs, oats and peas.


... It would scroll like everything else in this game.

Author:  JeffL [ Thu Sep 15, 2011 1:40 am ]
Post subject:  Re: Slave Orders: Efficiency

Something like this would be really cool. I think I'd keep your station and galaxy buttons, but get rid of the commodity buttons and just have buy and sell like we currently have.

This is definitely something to work on once we've dealt with more pressing matters.

Author:  zhuang281 [ Fri Dec 30, 2011 12:25 am ]
Post subject:  Re: Slave Orders: Efficiency

To fix the problem with 100+ commods: I suggest a popup window which opens. In this window, the commods are all listed with a "checkbox" next to them. When the commod is checked, a big button for it will appear (As seen in the example of three commods). I think this would be more streamlined then a scrollbar?

Author:  Camsy [ Fri Dec 30, 2011 12:27 am ]
Post subject:  Re: Slave Orders: Efficiency

zhuang281 wrote:
To fix the problem with 100+ commods: I suggest a popup window which opens. In this window, the commods are all listed with a "checkbox" next to them. When the commod is checked, a big button for it will appear (As seen in the example of three commods). I think this would be more streamlined then a scrollbar?

Perhaps have one of the big buttons as an "Other Commods" button, and then have all the other big buttons as the most recently used, ie. rations prom, whatever.

Author:  biggee531 [ Sat Dec 31, 2011 7:29 am ]
Post subject:  Re: Slave Orders: Efficiency

This is just a mock example i made in photoshop in like 10 min; the buttons are mostly there to show the functionality. The feature i think is the most useful is the buy/sell checkbox system, or just buy sell buttons that wait for a commodity input (maybe have a recently used list, or have only the commodities that are available in the base in a list like topbuzz said).

Author:  andezrhode3 [ Sat Dec 31, 2011 7:44 am ]
Post subject:  Re: Slave Orders: Efficiency

Pretty impressive setup there bud. I like it, on a btw note, maybe when you write Jump Sol, we could blacklist some galaxies travelwise.
No, that doesn't defeat the purpose of shortening it and of wars, its more to do with maybe a loose connector galaxy thats heavy on AI.

Author:  trevor54 [ Sat Dec 31, 2011 5:02 pm ]
Post subject:  Re: Slave Orders: Efficiency

What you have at the top with the commodities would work perfect, since 90% of the time you only move tier 1 commods. You could have a "more" button to show the other commods. One more step toward making this game less annoying.

Good Job.

Author:  a jedi master [ Sat Dec 31, 2011 9:12 pm ]
Post subject:  Re: Slave Orders: Efficiency

I really don't like the font, but otherwise, this is excellent.

Author:  biggee531 [ Sun Jan 01, 2012 2:09 pm ]
Post subject:  Re: Slave Orders: Efficiency

a jedi master wrote:
I really don't like the font, but otherwise, this is excellent.


This would not be going in-game looking anything like this in terms of graphics.... It's just a mock up i did in photoshop.

Font is controlled by the client's font, unless you somehow packaged a UI mod with it's own font.

Author:  Shroud [ Sun Jan 01, 2012 9:27 pm ]
Post subject:  Re: Slave Orders: Efficiency

Camsy wrote:
Perhaps have one of the big buttons as an "Other Commods" button, and then have all the other big buttons as the most recently used, ie. rations prom, whatever.

Author:  Klade [ Tue Feb 07, 2012 11:37 am ]
Post subject:  Re: Slave Orders: Efficiency

To help with the commod selection. The check box idea is a good one or you could leverage the base trade bay programming and just put a trade bay on a trade slave. this would allow you to control prices slaves would buy and sell for and the amounts they would buy or sell allowing you to use a slave for two commods. Say I set buy limit on baobobs to 10,000 and silicon to 5000. BaseB will never buy more than 5,000 baobobs....

This would be awesome because then I could give orders like
dock baseA buy baobobs,
dock baseA - buy nukes,
dock baseA - sell silicon,
dock baseB - sell baobobs,
dock baseC - sell baobobs,
dock baseC - sell silicon

Page 1 of 1 All times are UTC - 5 hours
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/