I've noticed that the route plotter seems to require the evaluation of all routes from your current position to the target system before you can actually select "plot route". It also seems limited in how far this will go. As an example - I've been on the screen for 30mins and it still has not worked out what looks like about a 10-hop trip, so I cannot plot it. I'll have plot my own intermediates. I presume this is because it is slowing iterating all possible branches from the starting point.
Suggestions.
1) since people are generally trying to create a straight line between A and B, maybe evaluate routes starting with all systems inside a "cylinder" starting at the A and ending at B. Enlarge the cylinder if its not possible to make a route. This should significantly reduce the number of nodes in the evaluation
2) It would be great if we could plot (and save) our own custom routes, allowing us to store favourite trading paths and circuits. To do this we should be able to select each and every point on the route.
3) cache routes for players. It's a fair bet that if I've tried to construct a route before, that I'll want that same route again another time. Having to wait for the map every time its entered is a right pain.
4) At least give a "evaluating routes" progression so that we know if it is still trying to work out routes or whether it has just given up.
I understand that the problem is a complex one - 400 billion systems and variations on jump capability, but i think it could be better than it currently is. Personally I'd love to try and optimise this , mostly because I'd rather have written the game than played it
Suggestions.
1) since people are generally trying to create a straight line between A and B, maybe evaluate routes starting with all systems inside a "cylinder" starting at the A and ending at B. Enlarge the cylinder if its not possible to make a route. This should significantly reduce the number of nodes in the evaluation
2) It would be great if we could plot (and save) our own custom routes, allowing us to store favourite trading paths and circuits. To do this we should be able to select each and every point on the route.
3) cache routes for players. It's a fair bet that if I've tried to construct a route before, that I'll want that same route again another time. Having to wait for the map every time its entered is a right pain.
4) At least give a "evaluating routes" progression so that we know if it is still trying to work out routes or whether it has just given up.
I understand that the problem is a complex one - 400 billion systems and variations on jump capability, but i think it could be better than it currently is. Personally I'd love to try and optimise this , mostly because I'd rather have written the game than played it