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#24 implement nag levels

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nobody
5
2003-09-03
2003-09-03
No

> One thing I was thinking about is adding let's say a nag level.
That
> would be a bit similar to the Phost config option ConfigLevel.
>
> Nag level 0: just report errors and important warnings (ship A
will run
> out of fuel this turn; ship B has pop set).
> Nag level 1: also report normal warnings (ship C won't reach
it's
> destination this turn; base D won't build it's full complement of
fighters).
> Nag level 2: stats thinks it is smart and gives advice like the
above
> (ship Z is in overdrive).

Let's not get too creative with the amount of options. Put in at
most
two levels.

Level 1: things that make you bang your head against the wall
next
turn (exploded ships, minefield that didn't get laid because you
put
the wrong ship on "lay mines", running out of fuel).

Level 2: common problems or non-fatal errors (long waypoint, no
ATT on
high-defense planets, not building full complement of fighters).
Things that mostly don't mean a serious error.

Level 2 is also the level where you'll find many candidates for
auto-correction. Cutting longer waypoints in half. Setting ATT.
Transfering fighters to a stationary carrier that's not going to do
something else.

Level 1 errors are harder to correct and need manual
intervention. Did
you set the wrong mission on ship A or did you mean ship B to
lay
mines? Auto-loading fuel from planets is *very* dangerous.

IF - IF - we want two levels, these are the levels to pick, imho.
As a
default value I'd display both levels.

greetings,

Reinout

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