Topic: several easy to implement (I hope) interface suggestions

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  • #3473
    screegscreeg
    Participant

    interface
    In the merchant interface, alt-rt-click sells an item. Sometimes I slip up when deciding to tag for repair.
    show actual numeric perk cost in perks tree
    keep supply list (food, tools, ammo, etc) visible when looking in Stash, instead of turning it off. How many tools I have is relevant to what I want to repair.
    sort armor by defense rating, in addition to type
    when saving a game in the New Save slot, go straight to text box after click, instead of select New Save, then click Save.

    combat
    “stand down” command: skip unit for all subsequent turns (during clean up of that one enemy archer deep in the woods)
    save the closed/open status of the combat dialogue from one battle to the next

    #3540
    GODGOD
    Participant

    Alt+ Right mouse for selling sounds like a good idea. The stash and merchant interface are closely related, so you’ll want distinct commands for important actions.

    What do you mean by numeric perk cost? The cost of using the perk?

    Keeping the supply list viewable or adding it to the party UI is also important when you get into situations where you are low on gold and/or food. You’d need to compare the wages of the different mercenaries and whether they have traits that affect their food intake, in order to make accurate decisions when you need to dismiss someone. It also plays a factor in choosing whether or not to give someone a ranged weapon, since you’d need to be able to see how much ammo you have in stock to decide on whether it’s a good decision.

    ‘Stand down’ I could see as being difficult to implement, because characters take turns separately. So unlike X-COM, where you can undo the stand down order, here you’d be in trouble if you choose to you use it and then wanted to undo it, or accidentally selected it.

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