03-29-2011, 08:56 PM
I would propose 2 items that dramatically improve the user experience:
1. default orders. In this Far Horizons game, I have been delighted to discover that at the bottom of each set of turn results, there is appended a blank order set with all the basic codes in place, along with a few "suggested" orders. My scout ships have the locations of the nearest stars pre-set in their navigational arrays -- all I need to do is leave those jump orders in place, or replace them with my own overrides.
2. standing orders. Many games have repetitive tasks that need to be done each turn. Send the freighter to the mining colony - pick up all the lithuanian ruby dust - move freighter back to home world. If this needs to happen every turn, just set up standing orders to handle it, and the player can concentrate on new development while still enjoying status reports on all his drone labor.
1. default orders. In this Far Horizons game, I have been delighted to discover that at the bottom of each set of turn results, there is appended a blank order set with all the basic codes in place, along with a few "suggested" orders. My scout ships have the locations of the nearest stars pre-set in their navigational arrays -- all I need to do is leave those jump orders in place, or replace them with my own overrides.
2. standing orders. Many games have repetitive tasks that need to be done each turn. Send the freighter to the mining colony - pick up all the lithuanian ruby dust - move freighter back to home world. If this needs to happen every turn, just set up standing orders to handle it, and the player can concentrate on new development while still enjoying status reports on all his drone labor.