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[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]
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[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]
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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.
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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.
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[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]
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[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]
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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.
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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.
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8 |
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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]
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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]
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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.
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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.
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