Evochron Mercenary Universe Map (SPOILER ALERT)
The act of taking notes is inconvenient when you're otherwise just trying to play a game. And then I get hung up on what notes to take, how I want to format things, and how best to store, and later search, query, and otherwise retrieve that data.
Omitting a bit of data at the start of a note-taking project is risky, as it not always fun or practical to return to prior points in a game to recapture the missing info.
Then there is the medium used for note-taking.
Sometimes I use Notepad. Sometimes I use a notepad. Sometimes I use an in-game notes feature. Sometimes I use a spreadsheet or database. Sometimes I use screenshots. Et cetera, ad nauseam.
Usually I just give up before ever realizing completion of a data-collection project, having failed to settle on an accurate method of storage and retrieval, and finding the inconvenience of taking notes (including task-switching to do so) a problem that never goes away.
This game has a note-taking feature. But it is just a simple in-game scratch pad, with no real way to formalize either data storage or retrieval, and no mechanism that helps avoid re-typing essentially what it is that you're already seeing on screen.
Over time, I'd like to see this change. Over time, I'd like to see some real data collection aids for this game.
The first change I'd like to see is to provide logging features geared towards a player playing the game (not logging for diagnostics or troubleshooting - I'm sure that exists already).
These logs would record a snapshot of data otherwise visible to the player (e.g., information on the F1, F3, and F4 displays).
There are many ways to go about this, and many potential data points to collect, but I'd like to start somewhere and build up as we go. This approach allows us to tweak the specific implementation, and later - over time- to add more data points collected by the logs.
Assuming a logging implementaton gets realized, here are some user requirements I'd foresee. These aren't listed in any order, so some features could come later than others.
- Log file in delimited text. Alternately, XML, but I feel CSV or tab-delimited is more accessible to a larger number of people (which is important, in order to maximize the impact of the development dollars spent on implementing the feature).
- In-game hotkey(s) to take log snapshots. Fully-implemented in-game window (like what we see for wing formation commands) for all data logging functions.
- Trade data: Log a snapshot of pricing for everything bought/sold, including data/time, pilot name, station/location, and source (station price, ship-to-ship trade offers), and an indication as to whether faction standing affected the pricing (I don't know if it does, but if it does, then the faction standing that was in affect at the time of the snapshot is useful).
- Exploration data: Track entry/exit date/time of each square on the nav map for a pilot, and the coordinate representation of those squares. Track entry/exit date/time of stations, hanger docking, planetary stations, planet atmosphere entry/exit, and other data useful to answer any questions about "who has been where, and when?"
- Combat logging: Record shots fired and those that hit, the target that was hit, along with location/date/time.
If I had a preference, I'd start with recording exploration data (F1) and market data (F3 and maybe F4).
Players can then look into making spreadsheet templates, local and online databases, to store then query and report on the collected data.
[Edited on 10-13-2010 by Aesir Rising]






And mad cat