Hello everyone,
a bit of a background first.
Before OpenXcom, I was rage quitting every time I couldn't go on a mission because my Skyranger was "only" 80% refueled. Now we have the wonderful option to "force craft launch", which solves almost all problems. Or at least it did, until the mods came...
1/ First issue is the rearming and repairing time (mostly repairing). Because in most mods, which try to make the game harder, you don't have plasma cannons in Month 3... you will get damaged a lot. And because of repair->rearm->refuel order, your craft may be out of order for a long time if you have used up all the fuel.
Note: people suggested to change the maintenance order to refuel->rearm->repair ... but I think that goes against the idea of making the dogfights harder... so after careful consideration I am against such a change... not even as optional feature
2/ Second issue is with completely new craft... like the radar-equipped craft from FMP (i forgot the names of all 3 of them
![Tongue :P](https://openxcom.org/forum/Smileys/default/tongue.gif)
) or PirateZ (pigeon, zeppelin, ...). They don't need to be repaired or rearmed, just refueled... and in this case, you actually want them to refuel to 100%. And now when I am actually using them, it happens to me that I decide to wait for refuel... but get distracted (by other things
![Tongue :P](https://openxcom.org/forum/Smileys/default/tongue.gif)
) and forget about it completely. Then I am angry.
And now finally the questions:
I was thinking, let's return back to basics... all I wanted in xcom (before openxcom) was a pop-up message when the craft is refueled and ready.
1/ Would this make sense to you even now in OpenXcom?
2/ And if yes, would it make sense for all craft or only for selected craft types (e.g. don't bother me with interceptors and skyrangers since I have "force launch" option on anyway, only inform me about my radar-capable craft)
3/ Or even a combination: if force launch is turned on, inform only about radar craft... otherwise inform about all craft?
4/ Or make a new property for craft... and let modders decide which should inform the user and which not... potentially with an option for the user to turn it off completely?
5/ Or a combination of all the above:
That is a user option with 4 possibilities:
a) always inform
b) inform about radar craft only
c) inform about craft recommended by the mod(s)/moddder(s) only
d) never inform
Looking forward to fruitful discussion... no wheelchairs this time please.