We're gona end up having to roll this into a new UI thread I bet, lol.
But yeah, the KEY factor to the idea is to be able to have it set up so you can use dependencies to switch between modes.
You do that, you an control what craft are visible to build on the UI with ease and you can implement an options menu with ease.
Also, while I'm not 100% it's possible, I'm pretty sure that once the menu system gets perfected, it could be used to add more sandbox type campaigns rather than the traditonal reb/imp fight, as the menu system could be designed in a way as to allow the player choices to make affecting what the player can build. Once I hear it confirmed as something that works, I think I got some even better ideas forming.
As for my take on the UI and possible new versions.....
Make space colony levels researchable tech. Once you research colony 5, you can build it right away anywhere.
Make levels 1-3 cheap. Level 4 20k or so, and level 5 50k or so.
As for the UI.... starting from the prespective of a freshly conquored world with nothing built....
-Build Civilian Space Station (this builds a station at your currently researched level).
Dependent on a space station (any level) being present
--Open Space Station Research Menu
---Close Space Station Research Menu
---Upgrade Local Space Station (as it says, only upgrades that single space station. Make it quicker/cheaper than global upgrades, so the player can upgrade specific worlds on the cheap)
---Research Space Station Upgrade (upgrades that apply to all worlds. This research dependent on a research station being present as well as having already upgraded the local station to the level you wish to research. upgrading a local space station to a researched level should result in a VERY fast build time.)
---Arm Space Stations. (arms civilian space stations and research stations. Further upgrades increase the compliment and stats of the two stations, as well as the trade station.)
---Local Tech. (SPECIFIC planets can get the option to research/build unique tech. If it is possible to restrict the number of something that can be built, this would be a perfect way to implement, for example, the Hapan battle dragon. This may require it's own sub-menu, UI space dependent)
--Open Snubcraft menu
---Fighters
----Upgrade
---Bombers
----Upgrade
----Swap Munitions (Torpedo/Rocket/Bomb/MagPulse. Note that the mag pulse would need some limiting factors to not be over powered.
---Upgrade Munitions (upgrade snubcraft projectile weapons, unlock new ones, etc. Price of the snubcraft will change accordingly. Yes, this invites rocket/bomb spam, but especially if torps can target snubcraft soon this forces the player to make a real choice. Prehaps add a tech that allows ship launched bombers to swap munitions (IE: a K-Wing carries 2(2) bombs and a reduced torpedo payload.
---Upgrade Craft (All regular snubcraft upgrades go here. Have some general upgrades that apply to ALL craft as well as the current one research per ship method.
--Fleet
---Return To Menu
---Change Compliment. (IE: you pick what loadout you want your carrier launched snubcraft to have. Note: I could see this being a global value change as the easiest way, but also see adding the ability to pick and choose per world what the 'standard' compliment will be armed with. I could also see researching upgrades for changing the actual fightercraft ships have, too. That said, that'd be a lot of work down the road eitehr way)
----Torpedo
----Rocket
----Bomb
--Defenseve Stations
---Return to Menu
---Upgrade Golan (note: It may be best to make the upgrades modular, and limit the total number of upgrades possible. Possibly limit by world size/importance.)
----Upgrade Ordinance. (gives the Golan's better/more torpedos, missiles, could even add other projectiles for a cost).
----Upgrade Turbolasers.
-----Basic Turbolaser Upgrade. (swaps the golan's heavy turbolasers for heavy double turbolasers).
------Advanced Turbolaser Upgrade. (at a 1:1 ratio, swap no more than 1/4 of your heavy double turbolaser turrets for heavy quad turbolaser turrets.
----Turboion Upgrade. (adds a 1:4 ion/laser ratio number of Turboion cannons to the Golan).
-----Basic Turboion Upgrade. (your turboion cannons become double turboion cannon
------Advanced Turboion Upgrade. (your turboion cannons become heavy turboion cannon)
----Upgrade Compliment. (you pick the compliment the Golan has, from researched craft).
Well, I think that serves as a decent enough example.
The hardest part would be coming up with a basic template to use on a global level.
From there, you just would have to tweak each worlds version.
But once that template was done, if followed it could allow for quite a bit of fun.
Of course, in the early iterations the main goal of this should simply be to eliminate UI clutter, so prehaps start with a simple 'toggle yard' option, and a 'toggle research' option, add from there.
edit: Also, we should get an IRC channel or something so we can all show up whenever and discuss this stuff, maybe the userbase could hammer something out.
Also, prehaps add unique techs to some worlds that (if doable) are used to replace the current planetry bonus.
IE: unique research on Thyfera would make your bacta tanks planetside more effective, bigger range, etc.
Edited by a.fake.name, 04 February 2014 - 06:45 PM.