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coding for less clicking
http://galaxylegion.com/forum/viewtopic.php?f=6&t=43800
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Author:  milesmailman [ Sat Feb 27, 2016 11:02 pm ]
Post subject:  coding for less clicking

while dan may or may not be working on ideas to reduce clicking by giving us "use all" or "check mark boxes" to reduce clicking for certain multiple/repetitive actions, here's an idea that wouldn't be horrible to code into the game. create several new CT Lab discoveries that use up multiple arti to create super arti that do the same thing but all at once. dan sort of did this when he created overcharged exo-clamps. for several reasons this would be simple and economical for everyone.
1) dan would have much easier time to code CT lab items then to change existing game tab windows to accommodate new code
2) since RP is of no concern to high lvl ships, it would be no issue and a fun challenge to get the new discoveries for the CT lab
3) since energy is of no concern to most high lvl ships, it would be little consequence to exchange 10/25/50/100 artifacts such as durtanium brackets or xcharge cells for a single super artifact that does the same for less clicking.
4) this kind of exchange could work for alien discs, tesseracts, MSP's, durts, xcharge, helms, scientists, and prisoners. the only tricky coding would be some way to reduce clicking for rank points because there are several places to put them. that's about the only place we would need a "use X amount" box unless anyone has a simpler idea.

tbh tho, since we can "scrap" and "send" multiples, why cant we "use" multiples? it seems such a simple concept to code for just a few artifacts. would love to see a "kill" button that hits an NPC or Player till it's dead or an "event" happens (those pesky alert pop ups or you run out of energy lol)

Author:  juiceman [ Sat Feb 27, 2016 11:27 pm ]
Post subject:  Re: coding for less clicking

+1

Author:  Texas Toast [ Sun Feb 28, 2016 1:29 am ]
Post subject:  Re: coding for less clicking

I like this idea. A lot.

Author:  XKaiXDynames [ Sun Feb 28, 2016 1:33 am ]
Post subject:  Re: coding for less clicking

This really needs to happen, will make life easier for those with 200k+ arti/hr

Author:  senatorhung [ Sun Feb 28, 2016 2:20 am ]
Post subject:  Re: coding for less clicking

XKaiXDynames wrote:
This really needs to happen, will make life easier for those with 200k+ arti/hr

that is EXACTLY why it WON'T happen.

Author:  juiceman [ Sun Feb 28, 2016 2:26 am ]
Post subject:  Re: coding for less clicking

neiiiigh sayer !

Author:  XKaiXDynames [ Sun Feb 28, 2016 3:07 am ]
Post subject:  Re: coding for less clicking

senatorhung wrote:
XKaiXDynames wrote:
This really needs to happen, will make life easier for those with 200k+ arti/hr

that is EXACTLY why it WON'T happen.


If that is why it won't happen, then Dan doesn't want us to progress/rank up incredibly high, he should then implement rank caps like other MMO's do, which would put a cap on how many planets we can colonize, and thus similarly, a production cap of sorts

Author:  juiceman [ Sun Feb 28, 2016 4:24 am ]
Post subject:  Re: coding for less clicking

intrguing, but then that would also set a hard cap on damage....as well as npc's...hmmmmm..

Author:  kirkeastment [ Sun Feb 28, 2016 7:05 am ]
Post subject:  Re: coding for less clicking

No new legion would want to waste their first few discoveries on these Lab designs though & i believe this is the case brought up whenever these have been suggested in the past.... it's not a new idea, it just gets shot down for the reason i already mentioned.

Also, these aren't items that help the masses it helps a select group of players that have decided not to use their artifacts as they come in, so to be brought in via CT Lab designs should be a no no anyway.

Author:  detregets [ Mon Feb 29, 2016 5:55 am ]
Post subject:  Re: coding for less clicking

I suggested a refinery method similar to this before

+1

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