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Hi,

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I believe it will be nice if we can have the amount column here, the amount of the best Q modules. Every time we spend 10 minutes to refit, and got a message from airport "dude, we can't, we don't have enough of theses modules with that Q.



>inb4 "you can see it from Construction Materials Spare Parts and Fuel category"

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Yes, but since ship takes modules instead of elec parts, textiles, etc. it take at least 50% of cities reports, and it's really painful to read.
Why do you have so many modules of different quality levels? Wouldn't it be simpler if you solved your issue with varying qualities of resources?

Adding a "total amount" number to the Spacecraft Manufacturing Potential will just confuse people into thinking they have that amount of module at the reported best quality level.

PS: Why is this thread in Cantina instead of Idea Arena?
(02-15-2020, 03:17 PM)Deantwo Wrote: [ -> ]Adding a "total amount" number to the Spacecraft Manufacturing Potential will just confuse people into thinking they have that amount of module at the reported best quality level.

Did you even read what I said? I never said we must drop the "construction materials, spare parts and fuel" category.

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Also, in the "Spacecraft Manufacturing Potential" category, there is already a "Q" column, that's why it's named "Potential". For example, I can't build Q211 life support even if report say I can, because I have 3 modules of it. That's exactly why we must add the quantity.

Do not speak for new people, you are not their spokesperson despite the fact you're still a noob



(02-15-2020, 03:17 PM)Deantwo Wrote: [ -> ]Why do you have so many modules of different quality levels? Wouldn't it be simpler if you solved your issue with varying qualities of resources?

Can be shorten to "I don't have this problem then problem doesn't exist".
That's because some empires have more than Q1 quality deantwo, and when they expand or they are short in some materials, backups ones are used for crafting.
(02-15-2020, 05:29 PM)Xantheose Wrote: [ -> ]Do not speak for new people, you are not their spokesperson despite the fact you're still a noob

I don't doubt that this would affect newbies the most. I can't think of a good way of fixing it apart from the old decard obsolete commodities nonsense that halted all production if you had just a little of a commodity that was better.
This is mostly an issue now because TL used to keep us in a ~8 quality range. Apart from making your inventory neat with single quality numbers, there isn't much point to fixing it either.

The report can just be fixed by only showing the highest quality commodities and merge whatever else.
Example:
Code:
Whatever Category
  Thingies    Q220       10000
              Q<220    2563790
  Things      Q210       20000

As for all those categories having been merged? Yeah that is silly. Maybe modules should just be separate, or don't list them at all in the report.
(02-15-2020, 05:29 PM)Deantwo Wrote: [ -> ]
Code:
Whatever Category
  Thingies    Q220       10000
              Q<220    2563790
  Things      Q210       20000

As for all those categories having been merged? Yeah that is silly. Maybe modules should just be separate, or don't list them at all in the report.

You mean, loosing many informations from what you have in your cities? That's the worst way to fix that... Adding the amount of best Q in spaceship potential is probably the easiest and fastest way to handle it.
To be honest, I don't even look at that report ..I just look at what's in the inventory.
I really wish there was the default view option of 'show best quality only' in these reports and not showing every single item, the reports are far too cluttered
Yes, that's not the easiest way to fix that but I think having a spoiler that hide and show others than best quality should be enough.
Having the Spacecraft Construction Potential show counts of highest QL allows for a quick overview, I like that.

There's lots of discussion here about other parts of the report that could be expanded or condensed and perhaps discussing a means of having a quick overview up top on the report and a detailed look into certain areas listed below would be a good way to go. Would be cool to have a "Trade Report" section of the city report that shows any building on the world that are disconnected from the city. Detailed inventories, Ships in orbit, Crew and Passenger Availability, Perhaps a "Help Wanted" for listing stories for players to find. All in all, city reports could benefit from being both more detailed at the back end of them, and more condensed and simplified up top.
I know this can lead to longer reports and has issues there, but I still feel it's worth discussing, if nothing else.