03-05-2015, 05:31 PM
Roomba Wrote:Yeah, regarding borg inventory, couldn't it just be added to that tab at the lower left that genetics powers are on?Roomba Wrote:Couple of thoughts on the new backpack-style borg tool interface:
Equipping anything and storing it sends it to the bottom of the list. For modules like medborgs, which often have to juggle several dozen tools to keep a person alive, this means a constant and ever-shifting inventory. I think it'd be best if everything just had a fixed place so inventory management is easier.
Clicking on page up and down to scroll the list is naturally a little slower than scrolling, although I'm not sure what else I would suggest. Maybe a rectangular grid across the screen that shows every item, perhaps?
Finally just a minor thing, to equip a thing from the list you have to click on the object itself, but when trying to use an equipped object, you actually have to click the square just outside the object to have it selected.
Quoting myself from last page because it kinda got skimmed over and I think it'd be worth mentioning, at least.
Also the new cyborg module researcher is fun, but it's kind of slow and expensive. It takes about ten minutes of research to get a module capable of a basic set of tools, and actually buying a module with all that stuff attached costs about 10k per borg. That's not even mentioning all the esoteric bits and bobs you have to collect to unlock any of the more fun items. It doesn't help that they share research budget with geneticists, but the geneticists can burn through all of it in the first couple of minutes while the roboticists have a limited per-item research boost. I've only tried it once so maybe it's a bit more balanced than it looks at first glance, but I think research could stand to be cheaper and quicker, and mass-producing custom modules cheaper as well, so it works as a viable alternative to churning out bog-standard modules for borgs.