Suggestion for combat simulation of Steemnova
Components
The combat simulation of the open source browser game SteemNova (https://steemnova.intinte.org/) could use some suggestions for improvements that make the simulator much easier to use.
Proposal
The combat simulation still has some weaknesses, which must be eliminated.
- When opening the simulator always assumes that you are the attacker. A slider or button, where you can click if you are the attacker or defender, would save many manual clicks and become much more user-friendly. With a click the simulator would transfer the fleet currently stationed on the planet from one field to the other. These are up to 14 fields, which no longer need to be filled in manually.
In addition, if you click on Defender, the simulation could directly import the defense of the planet, so that it does not have to be entered manually. This avoids the annoying review and manual entry.
The officers have an important role in the battle, but they cannot be entered into the simulation, although you only need a current battle report and a scan of the current researches to find out which officers the opponent has at which level.
Currently, the players are probably simulating the officers using the usual combat research, which should not be the point.You cannot attack with solar satellites, so this field should be deleted for the simulation for the attackers.
Mockups / Examples
The Current Simulator looks like this:
If you implement the suggestions, it would look something like this:
If the button is on "Attacker", the simulator imports the current fleet on the planet and enters it into the attacker slots.
If you now click on "Defender", the ships and their defenses are automatically entered into the defender slots.
(The colors are chosen a bit conspicuous to better recognize the changes. For the implementation I recommend the CI colours of Steemnova)
Benefits
Operation is simplified and can prevent up to 27 fields from having to be filled in manually in the worst case.
The officers with combat improvements are available in the simulator, which simplifies the overview of the simulation.
The bug that you can simulate attacks with solar satellites has been fixed.
The slider tells you if you are an attacker or defender in the simulation and automatically imports the defenses and ships stationed on the selected planet.
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That's part of determining the amount of debris left.
Another nice option to have would be to "Initiate Attack", so that after you simulate the attack, you can just click a button and use the attack fleet specified in the Attack simulation.
This is a first real game other than "RNG" based dice roll games on Steemit, which I think can have a lot of potential. I spent 20 mins in the game trying to figure out the core-loop of the game and I have a very slight idea of what that may be. I don't expect casual gamers to spend more than 5 mins in this game to figure the core of the game. I also understand that this game may be in it's very early stage of development and hence you've totally ignored the FTUE (First time user experience) bit.
My suggestion for you would be to first build a core-loop, test it and see if it's fun and then build other features on top of it.
Basically the players are building planets and attacking other players with spaceships, but I understand your point.
The original game was released sometime 200X and the code was felt 1 to 1 taken over, but is further developed by the developers.
The old ogame players find their way around, of course, but new players must first read in to understand the game and I can understand that this experience leads to the fact that many new players do not like the game and stop.
Some kind of tutorial at the beginning of the game would definitely be helpful.
Yes, some guided tutorials like you see in any browser games now days could make on-boarding of the new players simple.
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