Auto-Pause

The place to request or suggest new ideas and features.
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theunfrailhale
Posts: 25
Joined: Mon Apr 08, 2013 4:51 am

Mon Apr 08, 2013 5:35 am

Sometimes I have my guys just mining away like slaves. I sometimes need to leave to get a drink etc. I would be cool to have an auto-pause on attack that I could enable-disable, so I can leave and not come back to a bunch of unconscious people. Adding an audible, unique beep option as well could also prove useful.

Thanks for all the hard work!

Smiley
Posts: 233
Joined: Mon Mar 25, 2013 3:59 pm

Mon Apr 08, 2013 12:07 pm

if u need to leave for a while then pause ur game ?

then if u want to make up for lost time speed up your game. :p

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theunfrailhale
Posts: 25
Joined: Mon Apr 08, 2013 4:51 am

Mon Apr 08, 2013 5:17 pm

Smiley wrote:if u need to leave for a while then pause ur game ?

then if u want to make up for lost time speed up your game. :p
obviously, but there are situations where this could be useful even when you are sitting at your desk. If you had 2 parties and the one you weren't watching was attacked, aside from notifications that have already been mentioned elsewhere, it would be nice to have the -option- to enable an auto-pause feature. This is a useful feature implemented in many RPGs already.

Personally, when my guys are slaving away mining, I let them go at it while I study as its a nice background distraction. Sometimes I look up too late to see the bandits in and attacking, and my guys just keep working unless they individually get attacked, so. yeah. I think auto-pause as an option could be useful aside from the pause button alone.

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Clawdius Talonious
Posts: 540
Joined: Sun Jan 29, 2012 7:35 am

Mon Apr 08, 2013 6:38 pm

Auto-pause sorts of features could become especially useful once the game becomes a bit more like a Roguelike, without the ability to save scum and the like. It would be especially frustrating to get a knock at the door and not press space hard enough, then come back to the rubble of what was once your outpost and a few of your faction members regaining consciousness. Of course, that in itself would provide interesting emergent narrative. I'll chalk it up as personal preference, I can see the use for such a feature. People often request some sort of combat notification, which will be important once we have large contingents of multiple squads, so this option could appeal to people for that reason alone.

Smiley
Posts: 233
Joined: Mon Mar 25, 2013 3:59 pm

Tue Apr 09, 2013 4:37 pm

Hmm it is usefull in some situations.

Offc i could reply on most arguments given but that wouldn't help.
In short every1 should play the game like he/she wants, this is the reason why i dont comment. HMM real life is a sandbox aswell, Where is my SWORD :lol:
(Haha it doesnt mean that i dont AFK much, noone should)

Conclusion: Fine lets have a togglable auto-pause. (If Chris puts it in.)

Meynolt
Posts: 144
Joined: Thu Jan 31, 2013 7:19 am

Wed Apr 10, 2013 7:44 am

(Following Smiley's example) I'd like to say the option to auto-pause on certain events is a good idea, as it will let people play the way they want to.

Newy
Posts: 4
Joined: Tue Apr 16, 2013 11:07 am

Wed Apr 17, 2013 3:38 pm

I second the notion of an enable/dis-enable option for auto-pause when attacked.

dada
Posts: 30
Joined: Tue Mar 29, 2016 4:57 am

Sat Apr 02, 2016 5:20 am

I would think event induced auto-pause as a tool to manage all things is essential.
Also event notification option. Spotted squad, different critical healthstates ("Sam is unconcious!") and ofc on attacks.

Any statements, news or more recent discusions about this?

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