Nanook wrote: ↑Mon, 7. Nov 22, 20:21
You know, having a closed mind about how others play the game is not helping your cause. I've given a number of reasons for having an 'empty chair' and you've chosen to discount them because you don't play that way. I'm sure others have reasons, too. In your games, you may like to have an NPC pilot in every ship all the time, but I don't, for obvious reasons. Too many times I've gone for a spacewalk and had the NPC pilot jump into the seat and 'continue with previous orders', flying away leaving me stranded. It's the main reason that none of my ships not currently active do not have a pilot. Having to constantly check and remove past orders kinda negates the whole click saving thing.
And for the record, there's one very important instance where that empty chair is a prerequisite: during the HQ mission when Boso Ta tells you to make sure no one is in the ship that's about to explode.
Re: emptying ship for Boso Ta: you think most players accomplish this by being in the ship, telling the pilot to work somewhere else, then leaving the ship in space suit, flying off to a second ship? Vs being in second ship, doing "get info" on target ship and using Crew tab to reassign the person? Or emptying the crew first, flying the ship yourself, and leaving by space suit? Two approaches that in no way involve chair behavior.
There are (at least) two alternate ways of accomplishing this that do not involve chair behavior at all. So it's hardly "needed".
I'm not dismissing that your "reasons" exist, technically. I'm dismissing their weight as serious assertions with regard to the issue at hand (the UI behavior problems).
Your “reasons”, so far as I can see, consist of:
1. Not blowing up a pilot in main plot point
2. Not selling a pilot with the ship
3. Wanting seat empty because… reasons? … when you park the ship.
# 1 is just comical. A one-time event, lasting 10 seconds, in a game that takes 100 hours or more to play. With two alternate ways to do it. Hardly compelling. Borderline not even serious. In another context I would have thought this a funny joke.
#2 is such a tiny little edge case… And you’re not even on the ship when you do it! You evacuate the ship, including yourself.
You're telling me that to prepare a ship for sale you need to be on the ship, initiate conversation with the captain, move him. Then go to the crew roster and promote another captain, so you can talk to him in the chair and move him, then go to the crew roster... I have trouble believing anyone empties a ship for sale by doing this. Again, giving the extremely limited nature of the "use case" here and the fact that this is much more easily accomplished by another mechanism, asserting this as a reason appears to hold little weight.
#3 is a personal preference. It has zero effect on game mechanics. None. You just prefer it for aesthetic reasons. Fine. Good for you. But it’s not a gameplay mechanic where you “need” an empty chair. (You think it's for gameplay reasons, but your "reason" here is that you're unwilling or unable to turn off the "abandon me in my spacesuit" behavior via game setting. You're in effect choosing to set your game to behave in the manner you find objectionable, then saying "but I have to be able to have an empty chair to avoid that!" I submit that instead what you really "need" is to make use of a game setting provided for exactly, specifically, this purpose.)
Again, every single player, every one, who plays X4 has to deal with the UI and control issues presented by the current operation of the chair. That issue exists, and is non-trivial.
If you’re presenting #1 - 3 above as in any way a serious counter for that fact then your brain just works differently then mine in some way that we are never going to get past and agree on.
Do people exist who have some sort of roleplay use for the chair? Yes. Are there ways of accomplishing "empty the chair for sale/destruction" that involve making use of the empty chair as a mechanic? Yes. You are right that they exist.
The question is do they matter? are they necessary? do they add value that justifies the UI pain point? You're right that I'm dismissing them because (a) they're extremely specific, limited in scope, use, and value, and (b) there are alternative mechanisms that work quite well and are easily available.
If it seems like I'm being dismissive of "how other people play" it's because no one who plays that way has chimed in to offer an "I need this because..." reason that holds any water. A few poeple feel like they want it. No one has come up with any reason why the
need it.
Plenty of people have come up with reasons why they need the behavior to go away, foremost among them being the frustration of simply trying to operate the game mechanic the way it's intended.
So I'm not dismissing your reasons. I'm saying "I heard your reasons, I took a close look at them, and I'm having trouble believing you're serious about their actual value to most players." They're simply not compelling enough to merit being actual arguments for keeping the current UI behavior as a requirement for them to exist.
[Edits: heavily edited. My first version was way off-the-handle obnoxious and I apologize to anyone who read it. I was being even more of an ass than usual, and it was not called for. This version is still pretty agressive, but that's intentional.]