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| | |-+  A couple of minor interface suggestions
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Author Topic: A couple of minor interface suggestions  (Read 1043 times)
Lucky_Dragon
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« on: August 15, 2006, 10:57:59 PM »

1) In the base teleporter screen, all your bases equipped with telepods are listed, along with their coordinates. It would be nice if each base could be assigned a letter (A, B,C...) that you could enter at the prompt instead of X,Y,L. This would greatly reduce the possiblility of bing beamed into solid rock or having the telepod destroyed by beaming too close to a missle silo because you were in a hurry and typo'ed. The letter assigned to each base could be calculated by a fomula (Level one bases always listed before any bases on level 2, lower x/y coordinates get lower letters, etc.) so it wouldn't be random, and in addition to being safer, it would speed up the whole data entry process.

2) If the player is on (for example) level 4 and wants to get to a base on level 1 it would be nice if he could just enter the coordinates for the level 1 base and then just be "relayed" through the intermediate hops all at once (naturally, the full charge would be deducted, and if the player lacked funds he would be informed of this and the teleport sequence would abort.)
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spatula
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« Reply #1 on: April 05, 2007, 03:38:03 AM »

All this being 'nice'  I always felt the point of typing in the coordinates was so that there is a risk, albeit small, but a risk of a typo, leading to your demise, as you teleport into solid rock.  and EVERY time that ever happens everyone gets such a big laugh out of your idiocy.  I feel this gives the game an edge that it just aint worth eliminating for comfort.
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Dustin
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« Reply #2 on: July 21, 2008, 12:32:11 PM »

All this being 'nice'  I always felt the point of typing in the coordinates was so that there is a risk, albeit small, but a risk of a typo, leading to your demise, as you teleport into solid rock.  and EVERY time that ever happens everyone gets such a big laugh out of your idiocy.  I feel this gives the game an edge that it just aint worth eliminating for comfort.
1) Exactly right, Spatula.  Plus, you're allowed to teleport to other destinations aside from just bases.  Materializing exactly on the Oracle's location is always a fun reward.

2) Sometimes I feel the sensation of 'time' is lost when processes become too easy or simplified.  We want people to feel the weight of their packs on their backs.  We want the claustrophobic feeling of being confined in tight spaces (ie: the Hydrite Prison, AFBs) even though the world is allegedly vast.  We want the Complex to feel small in comparison to the map.  There is no safe spot.  Tension.  Also, travelling from place to place should require a time cost.  You are forced to calculate the time required, which can become a player's worst enemy.  Racing back to the Complex or a safehaven when time is heavily ticking is scary.  You must learn, from experience, how to utilize your time.  Even the arrival of Overkill's ship is set to a weird prime number of 11.  Those 11 minutes are excruciating and exciting together.  Even the use of rations is to promote the idea of time passing.

So, while some features in the game may seem tedious or could be simplified, they are usually part of the intended gameplay. 

Thanks for the input!  Keep the suggestions coming in.
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