[Suggestion] Overall Suggestions for the better game, part 5
Posted: Tue Jul 29, 2014 8:38 am
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.
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.