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Main: ShawnMcCall
Level: 2589 Joined: Sat Jan 19, 2013 5:42 am Posts: 1932 |
Masterful already suggested this somewhere, but I am having trouble finding it. So, yeah do this. It will allow us to queue module builds, and I will be less salty overall because of it.
Last edited by ShawnMcCall on Thu Dec 15, 2016 4:36 am, edited 1 time in total. |
Thu Dec 15, 2016 4:10 am |
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Team:
Rank: Officer Main: Blizzara Level: 6660 Joined: Wed Dec 05, 2007 4:25 pm Posts: 1974 Location: Finland |
Hey that's a really good idea.
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Thu Dec 15, 2016 4:13 am |
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Team:
Rank: Director Main: The Ultimatum Level: 282 Joined: Fri Jan 21, 2011 7:56 pm Posts: 193 |
I seriously disagree with this, as somone who regularly bulk builds modules, it would be more of a hinderance than a help. Oh and think of the following,
Started too many at once without realising- can't correct this and may not have the materials to finish them Starting too many by mistake with an initial credit or any material cost- Cancelling essentially makes you lose any initial materials By needing everything initially you're really cutting down on the player error by requiring them to gather materials first than not realise they needed something later. If this is ever considered make it optional Instead of this i'd much rather see work done for more control over worker allocation per build |
Thu Dec 15, 2016 2:59 pm |
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Team:
Rank: Peon Main: Freakachu Level: 4902 Joined: Mon Nov 17, 2014 1:21 pm Posts: 104 |
I don't think this is necessary at all
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Thu Dec 15, 2016 3:46 pm |
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Main: ShawnMcCall
Level: 2589 Joined: Sat Jan 19, 2013 5:42 am Posts: 1932 |
potato2 wrote: I seriously disagree with this, as somone who regularly bulk builds modules, it would be more of a hinderance than a help. Oh and think of the following, Started too many at once without realising- can't correct this and may not have the materials to finish them Starting too many by mistake with an initial credit or any material cost- Cancelling essentially makes you lose any initial materials By needing everything initially you're really cutting down on the player error by requiring them to gather materials first than not realise they needed something later. If this is ever considered make it optional Instead of this i'd much rather see work done for more control over worker allocation per build You do realize that you wouldn't have to use it right? If everything is periodic is *allows* you to start builds ahead of time. Only you can decide to start the next build without the first one completing... I feel like you didn't think about this at all. |
Thu Dec 15, 2016 8:56 pm |
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Team:
Rank: Officer Main: Masterful Level: 6877 Joined: Tue Jul 08, 2008 2:47 am Posts: 1346 Location: Melbourne, Australia |
What he's saying is that you might make some titanium modules, and then start a MB of Laconia ones and not realise you're 1 titanium module short until it's about to finish.
It's a shame that it doesn't tell you when you type in the MB amount exactly how much of everything it's going to take. _________________ |
Fri Dec 16, 2016 3:48 am |
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Main: ShawnMcCall
Level: 2589 Joined: Sat Jan 19, 2013 5:42 am Posts: 1932 |
Masterful wrote: What he's saying is that you might make some titanium modules, and then start a MB of Laconia ones and not realise you're 1 titanium module short until it's about to finish. It's a shame that it doesn't tell you when you type in the MB amount exactly how much of everything it's going to take. That's simple math though. If someone can't divide by 2, then they probably deserve to have that problem. |
Fri Dec 16, 2016 3:41 pm |
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Main: The Shaft of Discipline
Level: 3680 Joined: Tue Oct 07, 2008 6:45 pm Posts: 1082 |
Apparently you failed it because it's multiply by 2.
_________________ Reddit Space Invaders! |
Fri Dec 16, 2016 8:14 pm |
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Team:
Rank: Officer Main: Masterful Level: 6877 Joined: Tue Jul 08, 2008 2:47 am Posts: 1346 Location: Melbourne, Australia |
Then need to do mass build calculations.
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Fri Dec 16, 2016 8:57 pm |
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Main: ShawnMcCall
Level: 2589 Joined: Sat Jan 19, 2013 5:42 am Posts: 1932 |
Pontius123 wrote: Apparently you failed it because it's multiply by 2. Actually no, you can go either way depending on what you're doing. If you want x amount of modules at the end, you multiply. If you're converting your augs to as many Modules as possible it's division... |
Sun Dec 18, 2016 6:34 pm |
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Main: Almighty Pixel
Level: 4 Joined: Tue Sep 29, 2015 10:22 pm Posts: 346 |
This is a mixed opinion, things like prom I would understand or rapid decay commodities but modules themselves doesn't pose a issue to have either initial or periodic.
Positives:
Event chat will warn you when you need a certain module. Some players less salty? Negatives:
Existing builds where the creator wanted some modules to be discounted will be redone to be either better or worse. Lots of developer time required, by going through each blueprint to ensure every blueprint follow this new standard. Another rule for developers to follow during creation of a blueprint. Once the build is started and is 1 use, no way to find out what else is required until the event chat says so. Some players more salty? |
Mon Dec 19, 2016 2:51 pm |
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Team:
Rank: Officer Main: iwnh015 Level: 1506 Joined: Tue Jun 07, 2016 9:07 pm Posts: 176 |
Wouldn't it be nice if we had a build system that showed you all the dependant items & costs for that build, asked if you would like to proceed if you had all the BPs / factories and then either used the available or built all / only the dependant items, or failed and said "you need BP / factory X" if you were missing a BP / factory?
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Mon Dec 19, 2016 3:28 pm |
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Team:
Rank: Director Main: Danger Level: 7164 Joined: Fri Sep 12, 2008 1:11 pm Posts: 1049 Location: TN |
As i Recall, these Module bps require a aug commodity AND a Module initial. If the modules were put to periodically, then the only way you could mess up is if you miscounted the amount of aug commodities you made. One could start all modules at once and let them build.
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Mon Dec 19, 2016 4:10 pm |
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