Loading...
  OR  Zero-K Name:    Password:   

Post edit history

New Resource Bar Widget

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
8/19/2014 6:22:26 AMCArankAdminShadowfury333 before revert after revert
8/19/2014 6:22:08 AMCArankAdminShadowfury333 before revert after revert
Before After
1 [quote]All of these are things that you will intuitively know. I mean, 4 minutes in you will know that your economy is likely not +50/-60 but +20/-30. "what stage the game is" would be important to show if you would be thrown into the middle of the game. But since you must (or should) continuously manage your economy anyway and that "stage" doesn't change all of a sudden (well, aside from your first singu), I can't agree to your argument there.[/quote] 1 [quote]All of these are things that you will intuitively know. I mean, 4 minutes in you will know that your economy is likely not +50/-60 but +20/-30. "what stage the game is" would be important to show if you would be thrown into the middle of the game. But since you must (or should) continuously manage your economy anyway and that "stage" doesn't change all of a sudden (well, aside from your first singu), I can't agree to your argument there.[/quote]
2 \n 2 \n
3 Raids. Also, this is designed so that a new player doesn't feel overwhelmed. Also, at +10/-20 your economy is operating at half of what you expect (remember new players tend to spam caretakers assuming it will magically produce), while at +50/-60 it's 5/6ths of what you expect, and probably 3x normal on any given factory. As far as game stage number goes, Supply Count in StarCraft is pretty much the same idea. The number should be intuitive by time, but the exact number is quite important to determine that the next stage of the game should be entered. 3 Raids. Also, this is designed so that a new player doesn't feel overwhelmed. Also, at +10/-20 your economy is operating at half of what you expect (remember new players tend to spam caretakers assuming it will magically produce), while at +50/-60 it's 5/6ths of what you expect, and probably 3x normal on any given factory. As far as game stage number goes, Supply Count in StarCraft is pretty much the same idea. The number should be intuitive by time, but the exact number is quite important to determine that the next stage of the game should be entered.
4 \n 4 \n
5 [quote]If you want to eliminate a number, kill current stored value (or make it very transparent). Or can you tell me a single situation where the exact stored value is required because "empty, full or half full" isn't enough information to act on?[/quote] 5 [quote]If you want to eliminate a number, kill current stored value (or make it very transparent). Or can you tell me a single situation where the exact stored value is required because "empty, full or half full" isn't enough information to act on?[/quote]
6 \n 6 \n
7 I'm okay with this, I was just concerned that it would get a major outcry if all storage numbers were removed, outside of hover tooltips. I'm sure the counter will be "how will we know how much time is left before e-stall at game start", which is a valid point. 7 I'm okay with this, I was just concerned that it would get a major outcry if all storage numbers were removed, outside of hover tooltips. I'm sure the counter will be "how will we know how much time is left before e-stall at game start?", which is a valid point.
8 \n 8 \n
9 [quote]On another note, you don't want to have energy income equal to metal income but rather slightly more. Repair, cloak, radar, overdrive and rez all need energy. For new players, the message should be "your metal should always be empty, your energy should never be empty"[/quote] 9 [quote]On another note, you don't want to have energy income equal to metal income but rather slightly more. Repair, cloak, radar, overdrive and rez all need energy. For new players, the message should be "your metal should always be empty, your energy should never be empty"[/quote]
10 \n 10 \n
11 True, which is the hardest thing to represent. This is why it only flashes on energy stall and metal excess, and not energy excess (there's an advanced option for this) or metal stall. I know that's not enough, I'm not sure at the moment what to do. The proportion bar also only flashes when metal income is greater than energy income, not the other way around. 11 True, which is the hardest thing to represent. This is why it only flashes on energy stall and metal excess, and not energy excess (there's an advanced option for this) or metal stall. I know that's not enough, I'm not sure at the moment what to do. The proportion bar also only flashes when metal income is greater than energy income, not the other way around.