[UI] A option to let the Galaxy Gate spinner to automatically keep spinning

Discussion in 'General Archive' started by Kyro, Apr 19, 2017.

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  1. Kyro

    Kyro User

    Now everyone should know having to keep clicking the spin button is tedious and annoying*, so why not let players let the Galaxy Gate spinner to automatically keep spinning? This could be accomplished at least on the user end by a simple tick box that a player can tick, then it will keep spinning till lets say it can no longer "Prepare jump" aka put the/a gate on the home map(of course should be able to be cancelled/stopped and not just forced to let it spin till it is finished).

    Then there is also the multipliers, I don't believe there is any need to give it it's own "tick box". The certain number of mulitplier of the players choosing could just be used on the next auto spin, which depends if the player chose auto 1, 5, 10 or 100 spins. As in if had got some multipliers on a 100 spin it would be used on the next 100 spin, to just make things simple.

    Although 6x multipliers seem to already get automatically used during spins, or at least to some degree(as in if get 6x multiplier in a 100 spin it will be used in it unless gotten at the end of the spins).

    *Also on top of that having to manually activate multipliers if don't want to just let it get to 6 to be automatically used is also just tedious and annoying.


    Of course I am no coder or anything so I have no idea how hard or not this would be to implement, but I am pretty sure many players would appreciate if this was done. Or at the very least some parts of it, like say the thing about certain amount of multipliers should be able to be automatically used once gotten.


    More in depth of how it could work/other options:

    • A setting that can configure it to use specific set amount of spins to spin in depending on how many gate parts are left. So say the following for example: Till 20 parts left use 5 spins, till 0 parts are left use 1 spins(as in after get to 20 parts left it will then use 1 spins). (only two stages here but not to say could set more, and of course could use percentage of gate parts left/not left instead to make it more simple on the user end)
    • Whichever multiplier you choose it to use automatically becomes the new "hard cap", just like how the 6x multiplier currently is. By that I mean it can go no higher than 6 and once it gets to 6 it is forcefully used even during a set amount of spins. I can't imagine it would be that hard to change which multiplier is set as the "hard cap".
     
    Last edited: Apr 20, 2017
    BestGArenEUW, Flupix and neoonoma like this.
  2. Take this one step further. When doing auto spin you have to set paramaters;

    First, how many spins at a time.
    Second, multiplier usage (2,3,4,5,6).
    Third, maximum duration (free spins, Uridium Balance, Gate Completion).

    Writing the subroutine to create this should not be too hard but it is a matter of how important the community thinks it is and how much support it gets.

    I like the idea, but would probably not use it as my spin activity changes during the build of the gate (<50% 100 spins, <75% 10 spins, <95% 5 spins, and >95% individual spins) and use the multiplier immediately after 50% build. By doing this I decrease the amount spent on building the gate and also get the most gate parts instead of multipliers possible, I also provide at least 12K spins (paid or free) for a gate.
     
  3. Kyro

    Kyro User

    Yes I know could go into more detail into this(flesh it out more for more options*), but I am just keeping it simple since I know BP knows that this is more of an issue than it may seem yet it hasn't been done yet(could say the same for changing ship equipment). But this is just the basic idea I want to put out there for other players to show how they feel about the Galaxy Gate spinner and if something like this is something they care about.

    After all players do need to show they care about something to make it more likely that something will be done/changed about it.


    *Like say: set it to use 5 spins till 20/x parts left, then could set use 1 spins till 0 parts left as in after there is only 20/x parts left it will go to use 1 spins(of course could set multiple stages). And also after how many spins should it wait to use multipliers, but first thing should be just laying the foundation for all of these options or at least to have something better than how it currently is.

    After all BP has said they want to focus on server merges/technical issues etc now, so it is best to keep something like this simple for now or at least the idea simple so it has more of a chance of getting implemented any time soon, like say just a quick/simple thing can do.
     
    Last edited: Apr 20, 2017
  4. Or maybe the automatic spin generator could stop after you receive the first multipliers? Using the (automatic) generator should be still worth.
     
  5. Kyro

    Kyro User

    Well currently during a set amount of spins(more than just one spin at a time) only a x6 multiplier will automatically get used during it, so the fact automatic spins if set to spin in 5's or more acts same it wont change anything. Though I am sure it might be possible to set the "hard cap"* to whichever multiplier you choose, so then it would get used during a set amount of spins. (unless you meant something else by what you said)

    After all 6x multiplier does get used during a set amount of spins, so it should be just a matter of changing that "hard cap" to whichever multiplier you choose to use.

    *As in the current "hard cap" is 6 then it will not go any further and is forcefully used, even during a set amount of spins.

    Also I have edited the first post to include these other more in depth/fleshed out options at the end of it.
     
    Last edited: Apr 20, 2017
  6. Heck I would never get the automatic to run as I get a multiplier every other spin whether spinning 5 or 10 spins at a time,after getting 10% of the gate built.

    Thank you for incorporating the thoughts.