Oxygen Optimization Problem and Colony Hotkey Request

On the 3/10/18 Io Daily Challenge, Perfect Oxygen Technology optimization did not increase the oxygen output from my solar condensers at all. (I have a screenshot and the replay file if needed.)It is supposed to give a 100% bonus; however, the only efficiency bonuses were from other solar condensers placed next to it even though the pop-up said 100% Perfect Oxygen bonus.

I noticed the behavior in the same match for an Elite HQ AI player who had Perfect Oxygen Technology with some solar condensers in a cluster.

 

**On a side note:   A dedicated hotkey to jump to the Colony would be useful. Or clicking on the Colony icon in the upper left corner causing the game to jump you directly to it would be nice also. If there is already a way to do this please forgive me. I would appreciate someone enlightening me. My workaround is described below:

I set the hotkey for reverse cycle HQ to 'Alt' then when I want to go to the colony I press it and then press 'Tab' to forward cycle back to my HQ. Or I could press '1' or click on my HQ icon to go back to my HQ. The default hotkey for reverse cycle HQ is '\' which is over too far on the keyboard to be useful given my condition.

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Reply #1 Top

I haven't been able to reproduce this. Could you go ahead and upload your replay so I can take a look?

 

Regarding hotkeys, there are many things we'd love to have dedicated hotkeys, but eventually we just run out of keys. Your solution for looking at the colony is probably the way to go, I usually just constantly tab-cycle through everything while I'm not actively building.

Reply #2 Top

My bad. I looked into this further and realized the condenser output is 0.5 units. I originally thought it was 1.0. It was my first time playing on Io, so I was confused. I'm sorry.

 

Jupiter's Forge is a really fun expansion pack though.

 

As far as the hotkeys, I understand the part about running out of keys, but is there a purpose for having the colony icon in the upper left corner of the gameplay area if you can't click it to jump to the colony? I know it gives the colony type and what not, but if I need to see what the colony is consuming and producing it would be nice to have a click-based jump functionality.

 

Reply #3 Top

That icon isn't actually there all the time. It will only appear when the colony that is present on the map varies from the default colony type, such as in daily challenge or campaign. That said, maybe it would be a good idea to have it always be present on the top bar so it could do what you're asking for, because that seems entirely reasonable to me.

Reply #4 Top

**Please see the asterisk below for another useful idea I've floated around but haven't gotten much traction with:

 

I think the colony jump click would be helpful. I usually don't cycle HQ's constantly. I've never really thought about doing so. I will have to play a game and see how it impacts the experience.  Having the number keys jump to a particular HQ is a very good idea though.

 

I usually tend to my own HQ and respond to price signals reactively. I'm still somewhat new so I haven't developed a proactive approach of monitoring other HQs yet.

 

*Shipment path click-to-jump:

The other idea I have is more complicated, but I feel players would really find it useful. I know I would.

Would it ever be possible to click on a shipment path and jump directly to the associated building? I find myself having to zoom out so I can quickly scroll toward a distant elemental quarry or metal mine and hold 'X' to see the revenue (I have to zoom back in to actually see the revenue sometimes - running 720p on an old machine). This is the only technique I've found to make sure I'm not running unprofitable harvesters. I always find myself zooming back out and scrolling to return to the HQ. I guess I could press '1' to cut some time off the process, but a jump-click to the shipment path's associated building would be very useful to reduce the time on the front end of the procedure. (I realize there are many auto-off options for unprofitable harvesters, but I haven't explored them yet. I'm addressing the part of actually getting to the building though.)

I realize implementing this functionality would be difficult near the HQ where all the paths converge, but would be feasible and very useful if you were to enable it outside a certain radius from the HQ. Maybe even put a (colored?) indicator on the lane indicating the point past which clicking will jump to the associated building.

As a corollary maybe you could click the lane again after having jumped to jump back to HQ. Just another thought.

I also realize you would have the problem of lanes that criss-cross and other player's lanes to deal with and it might get far too complex but it's worth considering.

Maybe run it past Soren.