[Suggestion/QoL] Supply station mission tooltips

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As a player, would you like to have this suggestion implemented as part of vanilla game?

Yes
1
50%
Yes, with minor changes
0
No votes
No, but I would like to see the issue addressed (in another way)
0
No votes
No
1
50%
 
Total votes: 2

azaghal
Posts: 393
Joined: Wed, 21. Mar 07, 13:19
xr

[Suggestion/QoL] Supply station mission tooltips

Post by azaghal »

One of the mission types that a player can accept is to supply a specific station with wares until certain threshold of internal storage is reached (normally 70% for each listed ware). The challenge for these missions comes from both the type of wares being requested and their current storage level values - both relative and absolute.

The problem is that the player has no indication on what the current storage levels are, nor even what station needs to be supplied with the wares, before accepting the mission.

What this usually turns into is that the player will accept the mission, realise that there is no way to supply the requested amount under the mission time constraints, and immediately abanadon the mission. In other words, the player is not able to make an informed decision ahead of time.

Once the mission has been accepted, player can get some more information from the mission manager on current relative storage levels for each requested ware. Combined with up-to-date trade information about the station, player can proceed to calculate the exact amounts of wares that need to be supplied, and proceed from there to plan out the deliveries.

Instead of all this, it would be nice if missions of this type would show more information for the player in the form of tooltips when hovering over the requested wares in the mission overviews.

For example, for each ware the player should be shown the following information (examples are nicely rounded on purpose, real values are usually harder to operate with):
  • Current absolute storage levels. For example: 40.
  • Maximum absolute storage levels. For example: 200.
  • Relative storage levels. For example: 20%
  • Missing absolute amount to satisfy the mission requirements. For example: 100.
  • Maximum absolute amount that can be delivered (effectively the buy offer). For example: 160.
This would allow player to focus more on the logistics of deliveries instead of percentage calculations.

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