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IDProjectCategoryLast Update
0001803AI War 1 / ClassicSuggestion - Interface Ideas - Resource Management and ConstructionJan 3, 2011 11:45 am
ReporterSuzera Assigned ToChris_McElligottPark  
Status closedResolutionwon't fix 
Product Version4.045 
Summary0001803: Add control to automatically manage powerplants
DescriptionIdeally it would be default on like the manufacturies. Micromanaging power is kind of tedious at the start where the small bits of resources make a pretty large difference and you're still building up your main fleet.
TagsNo tags attached.
Internal Weight

Relationships

duplicate of 0001154 closedChris_McElligottPark Auto Energy Reactor management 

Activities

Spikey00

Dec 4, 2010 2:16 pm

reporter   ~0005224

On both of your issues (http://www.arcengames.com/mantisbt/view.php?id=1801), Chris has been against having too much automation with regards to this matter.

Here's his take on it (from http://www.arcengames.com/forums/index.php/topic,2165.0.html):

"I do attempt at managing my economy frequently, where I always try to have no power generators running except for tier 2, and when I have excess power I will normally turn off what I don't need (down to 40K or less) and toggle as needed.

It is fairly inconvenient having to use even the buttons on the bottom toolbar to switch to every planet that has a power generator, disable it, zoom back out into where I was previously."

(This was back when harvesters didn't auto-replace, and before I knew you could shift-click the power plants to quickly disable/enable them.)

Chris
"It's not meant for you to have to micromanage it to that degree. If you want do do so, then fine, but generally keeping a buffer of 80,000 or more energy can be a good idea, anyway (more if you are actively replenishing a fleet). In general, throughout AI War there are some "inconvenient" ways that you can micromanage things if you are OCD about a particular aspect of the game (as we all tend to be at times, with various games -- myself included). But the whole "almost no micromanagement" aspect of the game is that you never have to do that sort of thing. The game interface isn't designed around hardcore micro of the economy, basically, and if you choose to do so you're going to run up against that.

At some point I'll probably make some screens to make that sort of thing easier, but that's honestly a double-edged sword. As soon as an economy/tactcs/whatever-efficiency-enhancing feature is easier to use, then players feel like the have to. And then the difficulty otherwise needs to be adjusted to compensate. And then you arrive at a state where everyone has to micro in order to play at the best possible level, and what was once a small option thing that some people could use (at a minor annoyance cost) to gain an advantage, to a central feature that all the expert players are forced to use through a less-annoying interface, but adding one more thing to the list of things to do.

Then what happens is I start getting requests for auto-reactor management, so that reactors turn on and off as needed, because that micromanagement is annoying to people. So, looking at this cycle, my two most valid options are: 1) do nothing and leave it as it is, where micromanagement is not required or encouraged by the interface, 2) skip to the end and implement automated reactor management options. Right now, since this is a pretty side issue, I'm inclined to go with 0000001, but I'm sure that 0000002 will surface at some point down the road..."

Spikey00

Dec 4, 2010 2:19 pm

reporter   ~0005225

Hope that provides some insight (he'll probably come in here to offer his feedback too)!

Suzera

Dec 4, 2010 2:23 pm

reporter   ~0005226

Last edited: Dec 4, 2010 2:43 pm

It just means I have to hit pause every time a cutlass blows up a powerplant. It would be fine if randomly some games I didn't have to pause every 5 minutes during a wave to turn on power plants because cutlasses start spreading to my interior planets and blowing up powerplants before moving on. It's just really annoying and is a trivial processual thing. If it affords a significant advantage, you are at a disadvantage if you don't do it as per game rules, regardless of what Chris says. If decisionless micromanagement wins the game, it wins the game, and anything less is purposefully and with intent handicapping yourself.

I already do it with fleet tactics on planets. Ideally, you move cruisers in front to screen out fighters, then move bombers into cruisers while retreating your cruisers from bombers, then throw in fighters to mop up bombers. It's just a huge pain to do, but at least that is at a place I am always looking at and devoting attention to, not at 12 different planets behind the front lines.

Winter Born

Dec 4, 2010 2:25 pm

reporter   ~0005228

see 1154 -- you probably need to change the title to "close me"

Suzera

Dec 4, 2010 2:27 pm

reporter   ~0005229

Last edited: Dec 4, 2010 2:45 pm

Oh well. Random annoying pausing to toggle various mk 3 power plants due to cutlasses games it is... Unless...

40m and 40c a second is a pretty large chunk and is certainly worth microing. The lower reactors not so much, but those always need to be on anyway.

Chris_McElligottPark

Dec 4, 2010 10:34 pm

administrator   ~0005292

By the way, you can toggle them on/off from the quick-buttons at the bottom of the screen as much as you want. And there's a buffer on brownouts before they actually take down your forcefields -- you have to go negative more than one mark III reactor. There's a lot of safeguards in there.

Suzera

Dec 5, 2010 4:06 am

reporter   ~0005313

Aha! I have to hold shift to toggle them. Didn't know that. That'll make things a lot easier.

Fleet

Dec 5, 2010 3:17 pm

reporter   ~0005330

I didn't know that either...this is a huge time saver.

Issue History

Date Modified Username Field Change
Dec 4, 2010 1:30 pm Suzera New Issue
Dec 4, 2010 2:16 pm Spikey00 Note Added: 0005224
Dec 4, 2010 2:19 pm Spikey00 Note Added: 0005225
Dec 4, 2010 2:23 pm Suzera Note Added: 0005226
Dec 4, 2010 2:23 pm Suzera Note Edited: 0005226
Dec 4, 2010 2:24 pm Winter Born Relationship added duplicate of 0001154
Dec 4, 2010 2:25 pm Suzera Note Edited: 0005226
Dec 4, 2010 2:25 pm Winter Born Note Added: 0005228
Dec 4, 2010 2:25 pm Suzera Note Edited: 0005226
Dec 4, 2010 2:27 pm Suzera Note Added: 0005229
Dec 4, 2010 2:28 pm Suzera Note Edited: 0005229
Dec 4, 2010 2:29 pm Suzera Note Edited: 0005226
Dec 4, 2010 2:33 pm Suzera Note Edited: 0005229
Dec 4, 2010 2:43 pm Suzera Note Edited: 0005226
Dec 4, 2010 2:43 pm Suzera Note Edited: 0005226
Dec 4, 2010 2:45 pm Suzera Note Edited: 0005229
Dec 4, 2010 10:33 pm Chris_McElligottPark Status new => resolved
Dec 4, 2010 10:33 pm Chris_McElligottPark Resolution open => won't fix
Dec 4, 2010 10:33 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Dec 4, 2010 10:34 pm Chris_McElligottPark Note Added: 0005292
Dec 5, 2010 4:06 am Suzera Note Added: 0005313
Dec 5, 2010 3:17 pm Fleet Note Added: 0005330
Jan 3, 2011 11:45 am Chris_McElligottPark Status resolved => closed