The Storage information we need on the UI

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zgrssd
Posts: 5105
Joined: Tue Jun 09, 2020 1:02 pm

The Storage information we need on the UI

Post by zgrssd »

I have been thinking a bit about the information we actually need on the UI. And I think the current display way (current, change) could work - if we just had 3 more pieces of information.

This information can only be gathered during economic processing, but gathering it should be trivial. Indeed I think 1 boolean value for each of the 3 is enough.

The 3 pieces of information we need are:
If storage hit 0 during Economics processing
The way the Economic process runs, we can be hitting 0 - wich means a serious inability to supply parts - without seeing that next turn.

If I have 200 in Storage, Produce 200 but need 400, then I end up with 200. And the change will read +/-0. I do not even know that I am 200 short of the production target.
That simple information that I "hit Zero" is worth a ton

If I hit storage maximum, but could still sell
For some reasource it does not mater if I hit storage maximum and sold the excess. Water on any rainy planet, for example.
But there are plenty of limited resources where it does mater. Fuel I can sell, but usually do not want to sell. This is a resource I do not want to dig up to much off.

If I hit the storage maximum, but could not sell
Basically the information taht stuff was "lost due to storage cap" rather then "sold to Zone traders".

For a full overview, we propably need a lot more values:
- Current storage
- Last turns storage (the previous current)
- Value after Consumption
- Value after Production
- Predicted Consumption for next turn (ignore Logistics and Worker shortages for that. Just give me a proper information of what is needed).

But for the main UI, the current, the change + those 3 pieces of information mater.
Maerchen
Posts: 348
Joined: Tue Jun 16, 2020 3:05 pm
Location: Germany

RE: The Storage information we need on the UI

Post by Maerchen »

+1 Commenting for support.
The logistics hell this game is IS the fun part! - Maerchen, 2020

The good thing is, we have all the information in the reports. The bad thing is, we have all the information. Maerchen, 2020

Came for SE. Will stay for SE.
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springel
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Location: Groningen, NL
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RE: The Storage information we need on the UI

Post by springel »

I agree. I would also like to see a consolidated resource balance. Each zone has some stocks of its own, and the SHQ doesn't show the mutations there. Per zone you can see a balance and mutations, but then you have to mentally accumulate that when cycling through your zones.

Your first point can usually be detected by glancing the Asset Management screen - with its extension - looking for yellow and red numbers. That is where there is pain. With a consolidated version of that screen (the sum of all zones) you could better judge your position in a certain resource, because now you don't see reassuring production numbers in your SHQ panel when depleted stocks everywhere are being replenished. That is, I find it hard to judge when I have adequately repaired an existing production deficit.

With overflowing storage, your SHQ commander should automatically try to sell the excess. He can do that, because I have seen cases where he sold stuff to pay for wages when there was no more cash.
DTurtle
Posts: 443
Joined: Mon Apr 26, 2010 6:05 pm

RE: The Storage information we need on the UI

Post by DTurtle »

This doesn't solve everything, but it is a little helpful:
Image
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