Open DeinFreund opened 4 years ago
Involving circuit seems entirely superfluous and liable to cause confusion as circuit decides what to build based on many factors. I think any UI like this should strive to subconsciously teach the user a heuristic such as to avoid making expensive things early. Added complexity looks like randomness and ruins their ability to learn from it. Either they follow the UI blindly by doing what it wants or are cast adrift.
We could desaturate super expensive stuff based on income and thats it.. i woudlnt involve anything complex. It could even be hardcoded in m/s. But I am afraid this will actually lead to more confusion. People thinking gray stuff cannot be built since this is what it usually means. So better not do anything like this.. people will realize its expensive first time they place it anyway..
I think truly destructive lobsters cant be helped. Adding features to the game that help them is not gonna work. Thats why starcraft has bronze league....
Unlocks were a bad idea since they made the game depend on outside factors. As an alternative way to guide newbies, we could slightly alter build icons. For example by desaturating units/buildings that are uncommon to be built at a certain stage of the game. There should also be a tooltip explaining that the unit is desaturated because it is uncommonly built.
As a starting point, we could take a 60 second moving average of the metal income and the Circuit configuration to get sets of units for different tiers of metal income. Once unlocked, units shouldn't be hidden again to avoid the UI seeming inconsistent.