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Peticks
Joined: Wed Sep 19, 2012 9:44 pm Posts: 1997 Location: Causing chaos somewhere
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 This is a problem, and as more and more modules with abilities have been added its been getting worse, constantly having to realign the mouse to the ever shifting next interface button is iritating and the fact that if a module with ability is on the page it shifts so a click presses sell module, resulting in you having to press no and it sending you back to the begining. Basicly its a pain in the ass. Hence I suggest that the arrows be moved from the bottom of each page to inline with the build module button but on the right hand side. The y co-ordinate for where the buttons are placed simply needs to be changed to the same co-ordinate as the build new module. This would result in the arrows staying exactly where they are no matter how many modules with activated abilities are installed on your ship  Dan, could you please implement a ninja patch for this. Literaly should take only a minuet to 5 minuets tops but would be very helpfull to players as the number of ability modules continues to rise. Thanks.
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Thu May 22, 2014 7:13 pm |
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senatorhung
Joined: Sat Oct 15, 2011 5:09 am Posts: 3473
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+1 to this ... having to drop the legion comm to 'find' the page-turning arrows is also a pain. another option / additional tweak ... having an explicit 'sell' mode separate from installing / repairing. the 'are you sure' warning can then only need to appear ONCE when clicking into 'sell' mode and not for each mod. this would help to de-clutter the page and assist with the user-interface - increased vertical space between options and users only have to worry about half of the vertical buttons and are less likely to misclick. you already have the 'install new module' mode, so just copy the existing ship mod page as a new 'sell' mode and tweak what shows up in normal mode vs sell mode. when a module is broken, 'repair' would then appear in place of install in normal mode. the 'arrows at top' can also be applied to the rest of the tabs (battle, planet, arti ...). senatorhung's analysis: ship log showdown !; SSB strategy; leader in: Ancient Untouchables
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Last edited by senatorhung on Sat May 24, 2014 4:55 am, edited 5 times in total.
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Thu May 22, 2014 7:59 pm |
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TrinityThree
Joined: Thu Mar 27, 2014 1:31 am Posts: 453
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+1
This has always bothered me a lot, but I never thought up an alternative. This is a quiick easy method that could solve the problem. It is the most obvious when you are preparing for a scan blitz, where it can take over 5minutes just to equip all your sensors because of the inconvenient arrow placement When you have a page full of ability modules too, it will cause the arrow to drop behidn the legion comm, which is another hassle.
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Thu May 22, 2014 7:59 pm |
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Chloron
Joined: Fri Dec 09, 2011 5:47 pm Posts: 1513
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+1 Though mostly a benefit to ssbs
_________________XxDarthDexterxX wrote: You deserve a cookie, and earn yourself one cookie point. 
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Thu May 22, 2014 8:10 pm |
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Pennsyltucky
Joined: Wed Oct 16, 2013 9:55 pm Posts: 379
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huge +1
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Thu May 22, 2014 9:23 pm |
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Annabell
Joined: Sun May 29, 2011 7:33 pm Posts: 1988 Location: Aboard Blackwood Hall
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Chloron wrote: +1 Though mostly a benefit to ssbs I'm from an SSB and am the one who suggested this exact patch to Peticks in the first place.
Anybody who takes off Relays or Energy-Reducing Guns to Rank, or doesn't carry Decks for Invasion gear you only use for two seconds out of every day at best, knows this would be a huge time saver for that alone.
Anyway, excellent work on the graphics, hope this is implemented.
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Thu May 22, 2014 9:46 pm |
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Fear
Joined: Tue Nov 23, 2010 2:41 am Posts: 1069
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this may help re the time difference:
Go to energy.
Click Item ONCE.
It will switch to show all your relays from the top down.
Does for me at least.
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Thu May 22, 2014 10:20 pm |
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Deigobene
Joined: Tue Oct 16, 2012 9:26 pm Posts: 1076
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Excellent idea Peticks (and Annabell). Simple and effective, just the way we like it.
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Thu May 22, 2014 10:55 pm |
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swinephil
Joined: Sun Aug 26, 2012 7:06 am Posts: 510 Location: New Zealand
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+1, don't know how many times I've uninstalled the wrong mod 
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Thu May 22, 2014 11:07 pm |
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Matress_of_evil
Joined: Thu Jun 17, 2010 11:45 am Posts: 778
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Same here, this is a very annoying problem.
+1 from me.
_________________"Anyone without a sense of humour is truly at the mercy of the rest of us." My folding@home stats  
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Fri May 23, 2014 6:25 am |
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DarthRavadge
Joined: Tue Feb 08, 2011 4:26 pm Posts: 1621 Location: Orbiting the ruins of your base
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+1
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Fri May 23, 2014 6:55 am |
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Serne
Joined: Mon Aug 13, 2012 5:36 am Posts: 970
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I was in the conversation that I think lead to this suggestion going up. Please please Dan. Make it happen.
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Fri May 23, 2014 7:16 am |
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Johnson
Joined: Tue Nov 27, 2012 12:22 pm Posts: 107
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I like this idea but I would also like to see the idea of different ship builds from a drop down menu available but with certain restrictions for example can't change to a more defensive build if you have attacked someone in the last x amount of hours etc using this feature but you will always be able to switch them manually.
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Fri May 23, 2014 2:39 pm |
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SpaceCaseAce
Joined: Fri Aug 19, 2011 10:36 pm Posts: 379
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BIG +1
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Fri May 23, 2014 4:29 pm |
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DarthRavadge
Joined: Tue Feb 08, 2011 4:26 pm Posts: 1621 Location: Orbiting the ruins of your base
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Johnson wrote: I like this idea but I would also like to see the idea of different ship builds from a drop down menu available but with certain restrictions for example can't change to a more defensive build if you have attacked someone in the last x amount of hours etc using this feature but you will always be able to switch them manually. Not going to happen. It has been explained why on every single thread making this same type of suggestion.
_________________ "Honor is a fool's prize, glory is of no use to the dead"
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Sun May 25, 2014 9:03 pm |
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Peticks
Joined: Wed Sep 19, 2012 9:44 pm Posts: 1997 Location: Causing chaos somewhere
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Johnson wrote: I like this idea but I would also like to see the idea of different ship builds from a drop down menu available but with certain restrictions for example can't change to a more defensive build if you have attacked someone in the last x amount of hours etc using this feature but you will always be able to switch them manually. thats a different suggestion that would require a lot more work if implemented. This requires maybe 5 minuets to locate and tweak the code, moving the arrows to the top rather than the bottom of the modules. Lets focus on trying to get dan to implement this rather than another bigger suggestion atm 
_________________ Meow chika meow meow!!Stark Tech Inside
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Sun May 25, 2014 9:41 pm |
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