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

Educating players about buildpower

6 posts, 523 views
Post comment
Filter:    Player:  
sort
I keep seeing new and old players making the same mistake every game, having multiple times their income in buildpower assisting their factory or eco project.

Maybe some icon over the assisting units indicating that they are wasting their time assisting the build project?

Something to indicate that the buildpower is an overkill for what's it being used. Maybe even a script to prevent a needless amount of caretakers from building a single project if there's not enough resources, so the other caretakers can repair nearby units.
+3 / -0

2 years ago
I think there has recently been some improved widgets for caretakers to do just that.
+0 / -0

2 years ago
Loading screen maybe? (if there isn't already one)
+0 / -0
2 years ago
personally dont think loading screen is going to help too much, ive only started to read the loading screens when i was already months into the game
+0 / -0
2 years ago
The Clippy Comments widget already warns the player when building too many nanotowers and other things, but not reliably enough. It only shows a warning when the build command has already been given instead of before. If you give a command queue to build multiple nanotowers of which not all are too many, no warning is shown. The warning is shown for a short time as a small long text at the builder who builds the nanotower. It could instead be shown as a red blinking text at the nanotower. So rework that widget and make sure that it is acivated by default. The widget needs to be updated anyway because it does not know about fac plates yet. It warns the player when building more of the same factory.

Nanotower widgets exist.
- Auto Patrol Nanos v2
- Auto Reclaim/Heal/Assist
- Smart Nanos
- Smarter Nanos
- Smartest Builders
+0 / -0


2 years ago
There is already a loadscreen and the clippy widget isn't good enough to enable at the moment. Perhaps a more direct loadscreen could be created for this situation in particular.

An icon is an interesting idea. I think the danger is in just adding another icon among the existing icons without teaching players what the icons means. Here is a bit of an extension of the idea:
  • Say your total metal income is 35 and you have five caretakers assisting a factory (60 bp total).
  • Currently the factories and caretakers will work at a bit over 50% speed, which is shown by less dense nano clouds.
  • The new system could pause two of the caretakers completely and display an icon that looks like a "cancel" (like no ammo or no factory for a plate) over a metal i-beam. Then the remaining three caretakers and factory would work at near 100% speed (pulling 40 metal).
  • The aim is to make it clear that the two extra caretakers are redundant on your current metal income, and that they would work if you had more metal income.
  • I guess the system could even be expanded to work on energy income too, displaying a "no energy" cancel sign?

I think this would pretty effectively teach people when to stop building caretakers for a single factory, but it may not be a lesson that generalises to real situations. It isn't so simple once you have many factories or even just constructors in the field. Adding extra caretakers does speed up production in my example above if you also have constructors, and everyone uses this as a basic priority system to some extent. I think it would be unintuitive to simply display an icon without also pausing the caretaker (making it stop constructing), but it is also nice to have all caretakers working. Experienced players would complain. Maybe someone can take the idea further and work out the issues.
+0 / -0