Arbiter
Joined: Fri Jan 24, 2014 3:31 am Posts: 277
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I will be making a list of small changes I think could improve the appearance of the game. This first post is just some of those changes, I will update with others later.
Yes, I know these things might not take priority, but that doesn't mean they shouldn't be mentioned at all.
One thing I will mention before the list: Dan, it looks like you have to hand-type a whole lot more than you should need to, judging by all the inconsistencies with labeling. There are a staggering 17 different ways that the limit of certain structures on planets have been labelled. I think you should consider writing a tool to format all the text for structures for you, and limit your input to only what is necessary.
The tool could work as follows:
I believe you can use Visual Studio Express 2013 to make a Windows Forms project, which should make this relatively simple (though I don't know exactly how limited the Express version is). First, you would have an option for each type of bonus: Attack, Defense, Artifact, All Production, etc. You would simply input the numbers for the ones you want, and have the rest ignored. The program can format it to have the usual bonus list, "[Size:1, Attack:200]". This would save you the time of typing these in the correct format each time. It could include a box for "flavor text", which would automatically italicize what you input, and another box for "description". Then you would also have a box where you select the type of resource gained upon scraping, and a box each for the maximum and minimum. Finally, you could have a box for the limit, and that would be formatted and added to the description. As I mentioned, the "limit" is the greatest offender to consistency. A program like this shouldn't even take more than a few hours to write.
Anyway, some of the small fixes:
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Effect Labels
Some Effects are labeled in such a way that they look as though they were input by a programmer just trying to make them work, and never gone over again for quality inspection before being released. These are the examples I have on my ship right now:
Surge Plexus: Npcattack BM50: Basedefense Mega-Coil: Npcdefense Tetra-Seek: Baseattack Autonomous Process: Baseattack Sirakar Plating: Npcdefense Auto-Evasion Node: Defense_adaptation Trinity-Core: Defense_adaptation
Traps and the T-Plasma Gemini Cannons all have 2 words, so I'm not sure why it's necessary that these all be made into one word. Of course, if it is completely necessary then I guess this is the way they will have to stay, but if not then I recommend changing these to look like English, rather than programming variables. "Npcattack" should be "NPC Attack", "Defense_adaption" should be "Defense Adaptation", just as examples.
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% Bonus Structure Labeling
All structures give bonuses, generally listed in brackets above the main description. Some of these bonuses give a percentage bonus, which is applied as an Effect. Some of these are labeled as "[Type] Bonus:" in the brackets, while others are simply labeled "[Type]". Here is the breakdown, just of structures in my cargo.
Labeled "[Type] Bonus" Astrobiology Ward Ergosphere Filter Lazuli Darkmine Cluster Barrier Nexus
Labeled "[Type]" Alarri Compound Turret Extracted Lithovoric Stem Temple of Reflection Cross-Signal Restrainer Litheor Core-Tunnel Rikthar's War Forge Meta-Tuned Jammer Hall of Extreme Torment Lepus Hatchery Polaron Emitter Scruuge Hovertank Orbital Stabilizer T.O. Omnispanner Sarkonis Headquarters Intraphasic Hoveroid Ventar Field Collapser Xecti Signal Repeater
The "Bonus" in the label could be considered confusing, because everything in the brackets is considered a bonus. However, I do think it is useful to have a label that a bonus is applied as an Effect, and the idea that the stats given by structures are always considered a "bonus" seems a little weird; calling everything a bonus seems to defeat the idea of a bonus. Thus, I think everything in brackets should be referred to as "base stats", and only bonuses applied as Effects should be listed as "bonuses". Thus, for example, the Quantum Hydro-Meliorator wouldn't say "Population bonus doubles", it would say "Population base stat" doubles. This way, now that there might be more structures like the Bioship Landing Platform and Raix Bunker, structures could be labeled with "Cloak Bonus:" and people won't have to guess if the structure will work like other structures labeled similarly; there will be a consistency that makes it clear.
Either way, all of the % bonuses from these structures work the same way, but they are labeled differently for no apparent reason.
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Labels for the structure limits on planets.
Structures built from artifacts have limits on how many can be built on a planet, and most are labeled to say as much. However, there is a huge inconsistency in how they are labeled. I will list the different ways and the structures labeled in such a way. When they are labeled with "in the description", this means the label is not separated from the main description with a new line. Punctuation, capitalization, and spaces are taken into account for these different labels. "X" has been used in place of the actual numbers.
(Limit x per planet) Alarri Comm Tower Alarri Signaling Drone Extracted Lithovoric Stem Bioship Gene Lab Litheor Core-Tunnel Rikthar's War Forge Meta-Tuned Jammer Intraphasic Hoveroid Ventar Field Collapser Xecti Signal Repeater
(limit x per planet) Adumbrate Station DM79 Datacenter Domain Walker Klorvis Shroud Generator Ergosphere Filter Barrier Nexus Klorvis Troop Gateway
(Limit x per planet) in description Adaptive Spire Xectiphage Tower
(limit x per planet) in the description Artifact Warehouse Assimilation Locus Temple of Reflection Cross-Signal Restrainer Processing Core Chassis Chron Shifter Relay Tower Chassis Captured Crimson Base Zolazin Analyzer Dark Anti-Beacon Drannik Databank Polychoron Vault Space Elevator Chassis Akulan Gas Ingestor Convoy Heat Seeker Lazuli Darkmine Cluster Guarded Memorial Refining Lab Chassis Mineral Storage Tower Mylarai Stripcore Mine Sha'din Hyperport Network Phase Cutter Chassis Research Data Archive Silthion Gas Vesicle Antimatter Drill Spy Uplink Chassis Warp Gate Chassis X-Pulse Tower XTS-10 Injector Chassis Zolazin Void Tower
Limit x /planet Uldri Anomaly Crystal Tejiar Ally HQ
Limit x / planet Scruuge Hovertank
Limit x/planet Uldri Recovery Capsule Uldri Spacial Marker
Limit x. Galakis Transport Polaron Emitter
Limit x per planet. Human Training Barracks Orbital Stabilizer T.O. Omnispanner Vaash Holomatrix Crimson Rift Aperture
Limit x per planet Lepus Hatchery
(limit x) Hall of Extreme Torment Sarkonis Headquarters
(limit x) in description Permafrost Sub-Network Affection Disseminator 4.0 A.I. Emotion Core
Limit X in description Scruuge Calibration Chamber
None M.O.T.H.E.R. (Note: It is possible that there isn't a limit for the structure; I only have 1, so I can't test it)
Limit x '[structure name]' structures per planet Sha'jha Uplink
Limit x [Structure Type] structure per planet. Silthion T-Plasma Vesicle
(limit x/planet) in description Captured T.O. Harvester IV
Limit x/planet in description Voliir Transgenic Lock
Personally, I think "Limit x per planet" (not in the description) is the best one. The new line makes it easier to see, parentheses are unnecessary because it is offset on a new line, the capital "L" looks a lot better since it's on a new line, and I think the "/" just looks messy.
There is the issue of the Silthion T-Plasma Vesicle, where it does need to include the fact that it limits construction of the Silthion Gas Vesicle as well. One issue is that the Gas Vesicle wasn't changed to mention the same limit as the T-Plasma Vesicle, which it should be. Otherwise, I think it might be best to go ahead and use the T-Plasma Vesicle's format where appropriate, and another format when there are not structures of multiple types. Including that format on all structures could cause confusion among players, who might be worried about checking the type of every structure to make sure they have the best planet build they can.
Also, the Xectiphage Tower and Voliir Transgenic Lock could use the same format as the T-Plasma Vesicle, because they block each other.
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Generally, modules are installed and structures are constructed. There are, however, some structures that mention being installed.
Dark Anti-Beacon Ergosphere Filter Hall of Extreme Torment Lazuli Darkmine Cluster Scruuge Hovertank Sha'jha Uplink Sarkonis Headquarters Crimson Rift Aperture ("installed" rather than "built") Voliir Transgenic Lock Xecti Signal Repeater Xectiphage Tower
All of these structures mention being installed, which is inconsistent with all other structures. This can easily be changed to say they are constructed, like most other structures.
It is possible there are modules that say they are constructed, rather than installed, but I do not have any modules left in my cargo to check.
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Miscellaneous
These are all just random other things I've noticed.
Rikthar's War Forge: The bonuses listed in the options do not follow the "Artifact:2" format, but instead leave out the colon. Personally, I never even liked that format--I think it should either be "Artifact: 2" or "Artifact 2" (preferably the former). Regardless, it is inconsistent with the formatting standard.
Meta-Tuned Jammer: The same problem as the War Forge.
Hall of Extreme Torment: Same problem, but only for the population bonus.
Scruuge Hovertank: Same problem, but only for the attack and defense bonuses.
Dark Anti-Beacon: The first letter of the first word ("i" in "installs") is not capitalized. Of course, I think this should be changed to "Constructs" anyway.
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A lot of these inconsistencies wouldn't happen if a tool was used for writing the descriptions, which would also make the process a bit quicker. Any task that is done a lot should be done with the aid of a tool, if at all possible, to help with both consistency and iteration speed.
I will try to add more at a later date, in response to this post.
_________________ "I guess love's a funny thing--the way it fades away without a warning. It doesn't ask to be excused, and when it's gone--oh, it's gone--it ain't ever coming back"
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