(shifts this to Future Ideas from Beta Feedback)
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It's been quite some time about this, and after I mentioned it in passing in another thread, I think I'd like to bring this up again for discussion.
From a User Experience point of view (as opposed to a Game Play/Feature point of view) there are very few things I really really miss from GC II. One is the list of uncolonized worlds/worlds held by other factions. I understand that might be in the pipeline however, so I'll keep my powder dry on that for the mo. Another was a simple screen where one could instantly change the production queue order for a planet/starport in a quick bang-bang-bang manner. That probably isn't in the cards given the way GC III is headed, but hopefully the Govern screen will eventually "do enough" to replace that functionality more or less.
There is one relatively simple thing (from a user UI stand point if not from a programming one) that will be IMO a godsend on any map larger than, well, large and that is sector lines. When there are a ton of things on the map that I can't find easily via the current UI system (uncolonized worlds, worlds held by other factions, ships belonging to other factions, unclaimed resources and so forth) I then have to spend the time slowly going over the map, zooming in and out of tactical, hunting and pecking for what ever I am trying to find.
Not a big deal at all on any map Medium or under. But once one hits Large, hunting-and-pecking starts to become a real problem as I have no "guidelines" to help me make sure I am not going over the same patch of the map five times. And it's just flat out easier to have a guideline as I skim about the map.
Now I understand the two main points against this. The first being that the vast majority of the player base is playing on small maps where it doesn't matter as much. If at all. So there isn't much call for this from the user base.
Point absolutely taken in advance. Non-infinite time and resources and Stardock has to prioritize.
The second point that is sometimes brought up when I have mentioned this to the devteam is that it might look ugly due to one reason or another.
Well that argument I am much less sympathetic about for a couple of reasons, though I absolutely understand the rationale.
First off, can sector lines REALLY be that much uglier than Range Lines? I'm trying to think how they'll be more oft-putting than them and coming up short. The only thing I can think of is that an easy implementation might have them cut across hexes and thus look oft-putting to many players.
Point taken, absolutely.
Thing is, that's why I am suggesting that we make this a User Setting, with the default set to OFF. People would have to enable it via options in the first place to see it. And if they in turn hate it on their screen? They can easily turn it back off.
And, as I said in the other thread a few minutes ago, if Stardock wanted to make it so only the really hard core players wanted it, they could make it so it was a setting only available by manually changing something in Prefs.ini. That way someone really has to go out of their way to enable it.
As I understand it, there is something like sector lines already enabled in the code, but only available in debug builds. That's what the console list tells me at any rate when I try to use the sectorline command via console. If so, perhaps it can be polished up a bit and enabled to be used for those of us who would really like it. Even if it is a bit on the clunky side and even if we had to go through hoops to enable it.
So to sum up one of the things that would greatly enhance my playing of GC III would be a realtively minor thing like sector lines. It would make maps easier to navigate and "digest" when trying to find things. Hopefully it can be enabled one day, even if I have to go out of my way to do so. 