Hi All,
I have installed v0.7.23-1 and like always I have few suggestion to look at:
1. Bulletin is telling you that After mission components have reached their desired R&D level your staff is relieved from duty. It would be nice to know what program they were working on. So if I see that Atlas Maned Booster is ready I can ship them into Titan II project.
2. Go back to bulletin. Sometimes it would be handy to go back to the Bulletin and read some more info once again. A button in press center maybe?
3. Rocket R&D sometimes takes a lot of time. I suggest to implement a rocket testing. Lets say we launch a test of the rocket. It costs the same as per normal launch, no payload except for mockup and just two controllers are assigned (Booster and Flight). This would add reliability even if the test fails. In exchange of money of course. This is how it was done in reality:)
4. Nicknames. It would be nice to nickname any personnel. Adding a "Surgeon" to someone would tell me where to put him for the next mission.
5. Game version number. Can you put a larger version number, perhaps in one of the bottom corners of the screen when the game starts its intro? Sometimes the background image is so bright when I go to "About" screen, that I can`t tell what version it is.
6. Personnel stats. What I currently do is to hire only those guys with highest 'learning" skill. This is a long term goal to train them everything. Can you link learning with skills that way, that if a personnel has High Learning skill, his all stats are around 30% one maybe 40% and his age is around 20 - 35. The other group would have lover learning skill (40 - 60) and one skill above 70%, age 36 - up and retiring faster. This way we can have a short and long term goals in personnel management.
7. Scroll Bar, please make it wider or add scrolling buttons. I tried to play the game wile flying on a plane without the mouse on the touch pad.. It was almost impossible to scroll down the lists.
8. Mission simulation -
As you set up a new mission it would not take place next turn but two.
In next turn, you simulate the mission with all MOCR personnel and with/without astronauts. Lets say it will gain them +10 % for saving rolls during next mission. This would also add 50% of the normal mission experience. After 1st season we could evaluate if we want to launch next season or to simulate once again. (This is also posted here http://slitherine.com/forum/viewtopic.p ... 42#p483042)
9. Variable Moon landings. Set landing place on the Moon. The more difficult one - the more steps to perform - the more chance to fail the mission.
10. Pad Fuhrer once again. Can we have Gunter Vendt as a Specialist for Manned missions to tell us that it is safe to launch it, and move Verner to the probes?
Thank you.
[Suggestion] Overall Suggestions for the better game, part 5
Re: [Suggestion] Overall Suggestions for the better game, pa
Hello lehovsky,
Thanks for the feedback. See my answers below:
Thanks for the feedback!
Cheers,
Thanks for the feedback. See my answers below:
No problem, I'll see if I can fit it in the next build.lehovsky wrote: 1. Bulletin is telling you that After mission components have reached their desired R&D level your staff is relieved from duty. It would be nice to know what program they were working on. So if I see that Atlas Maned Booster is ready I can ship them into Titan II project.
This will be available in the Museum.lehovsky wrote: 2. Go back to bulletin. Sometimes it would be handy to go back to the Bulletin and read some more info once again. A button in press center maybe?
This was suggested in other threads. It's tricky, because it requires a bunch of changes to both the UI and the back-end, so we'll probably include it in a post-release update.lehovsky wrote: 3. Rocket R&D sometimes takes a lot of time. I suggest to implement a rocket testing. Lets say we launch a test of the rocket. It costs the same as per normal launch, no payload except for mockup and just two controllers are assigned (Booster and Flight). This would add reliability even if the test fails. In exchange of money of course. This is how it was done in reality:)
We'll add this to the backlog.lehovsky wrote: 4. Nicknames. It would be nice to nickname any personnel. Adding a "Surgeon" to someone would tell me where to put him for the next mission.
Yes, no problem. Displaying it in the intro is a good idea.lehovsky wrote: 5. Game version number. Can you put a larger version number, perhaps in one of the bottom corners of the screen when the game starts its intro? Sometimes the background image is so bright when I go to "About" screen, that I can`t tell what version it is.
We'll discuss this with the rest of the team.lehovsky wrote: 6. Personnel stats. What I currently do is to hire only those guys with highest 'learning" skill. This is a long term goal to train them everything. Can you link learning with skills that way, that if a personnel has High Learning skill, his all stats are around 30% one maybe 40% and his age is around 20 - 35. The other group would have lover learning skill (40 - 60) and one skill above 70%, age 36 - up and retiring faster. This way we can have a short and long term goals in personnel management.
Notice that the elements in the list are "draggable", so you can click on them (while keeping the button from your touch pad down) in order to scroll the list.lehovsky wrote: 7. Scroll Bar, please make it wider or add scrolling buttons. I tried to play the game wile flying on a plane without the mouse on the touch pad.. It was almost impossible to scroll down the lists.
I cannot promise this one for release because it requires lots of structural changes. We'll add it to the wishlist for the future, thoughlehovsky wrote: 8. Mission simulation -
As you set up a new mission it would not take place next turn but two.
In next turn, you simulate the mission with all MOCR personnel and with/without astronauts. Lets say it will gain them +10 % for saving rolls during next mission. This would also add 50% of the normal mission experience. After 1st season we could evaluate if we want to launch next season or to simulate once again. (This is also posted here http://slitherine.com/forum/viewtopic.p ... 42#p483042)
Same as above.lehovsky wrote: 9. Variable Moon landings. Set landing place on the Moon. The more difficult one - the more steps to perform - the more chance to fail the mission.
I'll have a chat with the legal department and find out whether this can be done or not.lehovsky wrote: 10. Pad Fuhrer once again. Can we have Gunter Vendt as a Specialist for Manned missions to tell us that it is safe to launch it, and move Verner to the probes?
Thanks for the feedback!
Cheers,
Re: [Suggestion] Overall Suggestions for the better game, pa
One of the things I do is keep the orbital satellite programme going so I can test new rockets and boost their effectiveness up. Once it hits 65% or so I'll zap them up with an explorer/sputnik. If they succeed it's a big boost to reliability, if they fail it's only a few percent down and I can generally make it up with ordinary R&D in a single season. Sputnik on an N-1 is a funny idea but there you go.
Re: [Suggestion] Overall Suggestions for the better game, pa
Indeed, that's a very useful technique! N_Molson told me a few weeks ago that he usually does that as well when playing the game.KyleS wrote:One of the things I do is keep the orbital satellite programme going so I can test new rockets and boost their effectiveness up. Once it hits 65% or so I'll zap them up with an explorer/sputnik. If they succeed it's a big boost to reliability, if they fail it's only a few percent down and I can generally make it up with ordinary R&D in a single season. Sputnik on an N-1 is a funny idea but there you go.
Cheers,


