Ggr wrote:
There are certain small things that bug me about how shipyards function,
mostly how certain commands are named. It's a a minor nit, but would be nice
if these could be amended somehow:
- Why is 'create' a separate command instead of 'job start create'? It doesn't
make much sense and just pollutes the "command namespace".
- Why 'material' instead of 'deposit'? Deposit would be more logical in my
opinion.
- Why entering is with 'shipyard [name]' instead of something like 'enter
[name]'. Would be less to type, and I like it when there's less to type.
Oh, and some of the shipquest descriptions are out of date. And of course few
of them are just plain pain in the ass, probably nearly impossible to figure
out without getting the information from someone else (who probably has gotten
it from someone else, who probably got it from some wizard.)
Anyway .. whine kruik moan boo-hoo. And all that.
--
Ggr
Create is different because you have no ship to modify, the logic is that
"jobs" are something you do to your existing ship.
Material was just chosen as a word, there's no reason "deposit" wouldn't work
too. But if I change it, some people will wonder. If I add that too, the list
would get even more cluttered. If it's something what people *really* want, I
guess it can be done.
Enter <name> can function too, I'll see to adding that if I get permission to
do so, shouldn't be a problem. The old functionality will remain aswell.
And for the quest, I do have to agree on you with some of them that they are
damn near impossible to deduct from the information given. But that's a bigger
change that might or might not happen with my contribution.