The jump button is untested, so anyone with a jumpdrive please let me know whether or not it works properly. It doesn't make use of kickstarter fuel in the player's inventory, but basic jump/abort hopefully works.
Extend button for stations does sound like a good idea - the cell is just blank of course right now. And that leaves only stations and commandable ships being in the view by default. I'll try to have this in for the next version.Sparky Sparkycorp wrote:Restricting the view to commandable ships sounds like it could be a good idea. As empires grow I'd imagine a lot of games will have stations, and we can assign patrols to their Defence Officers if we'd want those not in the list (or vice versa).
Thinking about this a bit more, could station icons operate as extend/collapse button for their assigned ships in their sector map? A bit like how you neatly re-purposed the "+" icons. Still, if it's a faff, the idea above of just hiding assigned ships still sounds like an improvement.
Edit: I've just realised, if we assume (reasonably) that subordinate ships will often be in a different zone than the station, they won't be folded into the station often. So I think I'll play with subordinates just not displayed for a while, and see if it annoys me too much.