Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » Trade menu changes
Trade menu changes[message #347395]
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Tue, 25 October 2016 23:02
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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As I find myself having more ideas than time to construct them, I can at least outline them so they aren't forgotten (perhaps someone else might even pick them up). Hopefully I can also get feedback along the way.
One thing that is unchanged from vanilla is the way trading works. And the mechanic itself holds up well. We can browse the trader's inventory, see what stuff costs and how much there is, and see whether or not he wants to buy something.
There are, however, a few things I think could be improved:
- If we are not sure whether or not the trader would buy an item from us, we have to offer it, hear their 'nope, won't buy' speech, and then put it back into our inventory by hand. Not a problem in itself, but exhausting if done for many items.
Idea: When trading, have items in your inventory that cannot be traded be marked/shaded/whatever, so that we can instantly see what the trader does not buy. The mechanic doesn't have to be changed, just mark the items. - Traders have a limited amount of money. It would be neat if we could see that, so we know when we have to stop offering stuff, without trying to offer smaller and smaller items.
- If we sell identical items, they clutter the inventory by being listed singularly (even though stacks can be handled as well). It would be reasonable for Tony to show use one stack of 12 9mm mags instead of 12 single 9mm mags, no?
- When selling large quantities of items (like, say, using Flo to sell several truckloads of obsolete guns at once), we have repeatedly go to strategic, move guns into her inventory, go to tactical, sell them, go to strategic again... it would save a lot of time if we could access the sector inventory in tactical, at least while trading.
- While we always have to maintain compatibility to 640x480 resolution, we could increase the number of trade slots drastically if the resolution allows it, no? I mean look at this:
Anyway, feedback (and further ideas) welcome.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: Trade menu changes[message #347396 is a reply to message #347395]
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Wed, 26 October 2016 01:43
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silversurfer |
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Messages:2791
Registered:May 2009 |
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Flugente wrote on Tue, 25 October 2016 22:02
[1] If we are not sure whether or not the trader would buy an item from us, we have to offer it, hear their 'nope, won't buy' speech, and then put it back into our inventory by hand. Not a problem in itself, but exhausting if done for many items.
Idea: When trading, have items in your inventory that cannot be traded be marked/shaded/whatever, so that we can instantly see what the trader does not buy. The mechanic doesn't have to be changed, just mark the items.
That's probably one of the easier things to be done if the shading is done dynamically and not by some fixed graphics overlay.
Flugente wrote on Tue, 25 October 2016 22:02
[2] Traders have a limited amount of money. It would be neat if we could see that, so we know when we have to stop offering stuff, without trying to offer smaller and smaller items.
I would love to see that. Requires interface work though unless you want to print the remaining amount of money somewhere in the brown area below his face. One thing that might also work is to shade our items with a value above the remaining money. The constant need for updates might be bad for performance though.
Flugente wrote on Tue, 25 October 2016 22:02
[3] If we sell identical items, they clutter the inventory by being listed singularly (even though stacks can be handled as well). It would be reasonable for Tony to show use one stack of 12 9mm mags instead of 12 single 9mm mags, no?
As long as it's full magazines I agree. All other items usually shouldn't stack as they have a different status which we need to see. This may be the reason why Sirtech didn't bother to stack magazines.
Flugente wrote on Tue, 25 October 2016 22:02
[4] When selling large quantities of items (like, say, using Flo to sell several truckloads of obsolete guns at once), we have repeatedly go to strategic, move guns into her inventory, go to tactical, sell them, go to strategic again... it would save a lot of time if we could access the sector inventory in tactical, at least while trading.
Never had that problem as I always had a team selling stuff but it was tedious to put all the stuff into the mercs inventory and later drop the items that couldn't be sold in the sector again. Would certainly be nice to sell directly from sector inventory. Again - requires interface work.
Flugente wrote on Tue, 25 October 2016 22:02
[5] While we always have to maintain compatibility to 640x480 resolution, we could increase the number of trade slots drastically if the resolution allows it, no? I mean look at this:
The interface is taken from fixed pictures inside STIs so unless you find a nice way to modify these on the fly you will have to add pictures for the different resolutions. That's one reason why people hate interface work so much. At least I do.
Nice ideas but apart from point 3 and (maybe) 1 there is interface work required.
Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MODReport message to a moderator
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