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QoL Suggestions #977
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Some thoughts -
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Thanks for your patience, energy and passion :) |
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All but 5) implemented |
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Some suggestions from me and my players;
Shipsheet: Display fuel-type (refined or unrefined) under the fuelbar and maybe make the type switchable via mouseclick. I think it is possible to replace "current/max" with "Refined" / "Unrefined". Best solution would be, to display the fueltype inside the bar (and make it switchable).
Actors/Settings: Please make a setting to define the standard unit and range for the actor-movement. When prepearing an adventure or campaign you have to switch/check the movement and change it for many many actors/npcs - specifically when using metric units.
Roll Dialog: Display the used skill, the actual formula, skill and characteristics DM. So you can doublecheck and starter could learn the mechanics quicker.
The used skill is shown, but it should be more visible. Most roll-errors in my groups are because the weapon has the wrong or not the "untrained" skill selected. This will really help!
Actors: Make a standard "Unarmed" weapon-item for all actors and give it to them when created. Damage could be defined via settings. Most actor-type characters have this "weapon", but it must always be created separately.
Items/Components: Please make it selectable (via item settings) if "Rating", "Rad Damage" or "Short Description" are shown,
Components listing: Please make the height of the rows always the same. just a design issue and better readable :)
Skills/Actors: When dragging/dropping a skill, out of a compendium to an actor, please use the level/value already entered inside the compendium-skill. So you dont have to change the level from 0 to 1, when adding a specialized skill . This onlky works when using compendium-skills with entered levels.
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