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The difference between my economy UI and the old economy UI is how much space every element gets. In the old UI, storage bars got at least 75% of the space by default, and increased in size when the window was scaled, while the gross numbers were all 12pt font and net was 19pt. In my UI, the bars get about 8% of the width each, while the gross income and spending (i.e. the numbers that should be made big, because [b]people want to make numbers big[/b] (source: every MMO ever)) are in 21pt & 19pt font by default respectively.
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The difference between my economy UI and the old economy UI is how much space every element gets. In the old UI, storage bars got at least 75% of the space by default, and increased in size when the window was scaled, while the gross numbers were all 12pt font and net was 19pt. In my UI, the bars get about 8% of the width each, while the gross income and spending (i.e. the numbers that should be made big, because [b]people want to make numbers big[/b] (source: every MMO ever)) are in 21pt & 19pt font by default respectively.
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The income and spending numbers should be the point of focus, as they are what the player can control and how their economy truly works. Storage just tells the player how much time they have to spend beyond their means. To contrast, In RTS games that use discrete spending, knowing the stored resource count is key, as it must be greater than the cost of the desired object. In RTS games that use gradual spending, but don't allow spending when storage is at 0 (C&C games, Homeworld Games, Petroglyph's games), the storage tells the player how long they have to spend resources at all. With TA-style games, it is a minor element, marking the point when income truly becomes a limiter to spending, but not limiting spending itself. Overall, though, income is the limiter to spending in TA-style games, not storage.
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The income and spending numbers should be the point of focus, as they are what the player can control and how their economy truly works. Storage just tells the player how much time they have to spend beyond their means. To contrast, In RTS games that use discrete spending, knowing the stored resource count is key, as it must be greater than the cost of the desired object. In RTS games that use gradual spending, but don't allow spending when storage is at 0 (C&C games, Homeworld Games, Petroglyph's games), the storage tells the player how long they have to spend resources at all. With TA-style games, it is a minor element, marking the point when income truly becomes a limiter to spending, but not limiting spending itself. Overall, though, income is the limiter to spending in TA-style games, not storage.
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@TheEloIsALie: What the player sees happen passively with storages increasing is, as usual with resource storage in RTS games, making the wrong behaviour (hoarding resources) look right. People want to make numbers big, so making the numbers that should be big super obvious seems like a simple way to get people to intuitively do the right thing.
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@TheEloIsALie: What the player sees happen passively with storages increasing is, as usual with resource storage in RTS games, making the wrong behaviour (hoarding resources) look right. People want to make numbers big, so making the numbers that should be big super obvious seems like a simple way to get people to intuitively do the right thing.
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@GoogleFrog:
my
issue
with
the
balance
bar
is
that
it
basically
becomes
a
distracting
point
of
focus
(
just
look
at
all
the
discussion
that
occurred
in
the
widget
thread
brainstorming
ideas
to
overcomplicate
it)
.
I
suppose
I
should
have
made
my
displeasure
clear
sooner,
but
honestly
I
was
more
okay
with
it
at
first,
and
I
have
no
problem
with
the
idea
it
conveys,
but
after
that
[url=https://www.
youtube.
com/watch?v=sSXH7ZX5ZNA&list=PLmJnvU5T53FkXCHXLT7YbE8nYX0di3_C1]FPVOD
set[/url]
I
played
with
you,
after
which
you
pointed
out
that
in
the
early
game
energy
should
have
lower
income
than
metal,
I've
had
a
hard
time
seeing
it
as
useful,
considering
the
noise
it
adds.
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@GoogleFrog:
my
issue
with
the
balance
bar
is
that
it
basically
becomes
a
distracting
point
of
focus
(
just
look
at
all
the
discussion
that
occurred
in
the
widget
thread
brainstorming
ideas
to
overcomplicate
it)
,
and
the
design
involves
mirroring
the
resource
numbers,
which
may
contribute
to
the
noise
issues.
It
makes
it
look
like
8
numbers
for
everything
rather
than
4
numbers
for
each
resource
(
though,
as
I
said,
could
theoretically
be
2
per
resource
+
2
for
gross
metal
income
&
spending,
as
that
is
an
important
bottleneck)
.
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I suppose I should have made my displeasure clear sooner, but honestly I was more okay with it at first, and I have no problem with the idea it conveys, but after that [url=https://www.youtube.com/watch?v=sSXH7ZX5ZNA&list=PLmJnvU5T53FkXCHXLT7YbE8nYX0di3_C1]FPVOD set[/url] I played with you, after which you pointed out that in the early game energy should have lower income than metal, I've had a hard time seeing it as useful, considering the noise it adds.
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