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Author Topic: Clock-Stopping Checklist?  (Read 1582 times)

addams013

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Clock-Stopping Checklist?
« on: December 17, 2007, 03:43:36 pm »
There seem to be a number of events that will take the clock from whatever speed it happens to be running and and bring it down to the slowest speed.  While this is generally a great idea, why not let the player set up a list of those things that she wants the clock to slow down for?

A possible list might include some or all of the following, and might have more things as well:
  • A soldier in base heals completely
  • All sodiers in base are completely healed
  • Manufacturing queue empties in base
  • Manufacturing queue switches to different item in base
  • Month begins
  • Research project ends
  • New research proposal submitted
  • UFO spotted on radar
  • UFO reported on land
  • Aircraft item installation completed
  • Transfer completed

This list would also ideally be configurable mid-game, since knowledge and technology are always evolving.  For example, when the player has no way to reliably shoot down UFOs in flight, she may not want the clock to screech to a near-halt every time a blip shows up on the radar.  Once she has the means to shoot them down and a reasonable fleet of interceptors, though, she may want to shoot down anything that violates the Earth's airspace.

Offline BTAxis

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Re: Clock-Stopping Checklist?
« Reply #1 on: December 17, 2007, 03:57:57 pm »
I agree completely. This is not something that will make it into 2.2, but I intend to try and get this implemented at an appropriate time.