> From: Kai Antweiler <[EMAIL PROTECTED]> > Another subject: > have you seen this? > http://glob2.com
Jesus christ, they could trademark "Glob2", and that would nearly end all slang on our website. I'm too lazy to type a full Globulation 2 all the time. > ---------- Forwarded message ---------- > From: Kai Antweiler <[EMAIL PROTECTED]> > To: Globulation2 development mailing list <[email protected]> > Date: Tue, 21 Mar 2006 13:09:38 +0100 > Subject: Re: [glob2-devel] Thats it, we need a plan > > This is it. I'm starting to get bored. I have nothing to do at nights. > How about going to sleep? ;-) I tried that, it didn't work :( > > This is one thing I want to see changed someday. For a game which > claims to reduce micromange management, it is not acceptable to be > outperformed in this point by the *craft games. Our building > construction/upgrading takes much more human involvement than theirs, > because we can't place ten buildings into a queue and expect them to > be constructed efficiently. In glob2 we would have to wait till > one building is finished then request the next and so on or we > would end up by ten construction sites and no finished building. > I would prefer a queue for building construction/upgrading rather > than your priority system, since it would be simpler for the user. > (First requested job gets done first - reordering is unnecessary.) > But I fear that this would not be as easy to implement as it sounds: > When we have a large colony the player might not want his workers to > travel from one end to the other, if on both ends are jobs with > different priorities. That applies to your priority system, too. > Priority AND proximity would need to be considered when it comes to > job assignment. I don't know if this could be done till 1.0 . Indeed, proximity should be considered. And I agree, getting the right balance of priority and proximity for job assignment will be difficult. We'll have to implement it and do usability testing. > > When it comes to unit training I don't think I care much if my globs > learn running before swimming. > > > > One problem that I believe has to be dealt with before 1.0 is the > I-have-100-globs-and-most-of-them-seem-to-do-nothing-although-I-have- > requsted-many-jobs-problem. If this is done by improving the code or > writing user docs which explain why the globs behave in that way, > is less important. > One easy change might be to split the free glob number into three - > each counting free globs regarding their education level. > The tutorial explains this point, but I think it might be a big help > to implement it anyway, because the general glob-job relationship is > too confusing. To know a part of it for sure and in numbers should > reduce user frustration. I personally think this is partly due to a bug. Another person mentioned the bug on a new thread 5 minutes ago, although hes found a method to reproduce it, where as i Didn't when i brought it up several weeks ago. > -- > Kai Antweiler Thanks Kai, Bradley Arsenault. _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
