HiredGoons wrote:So far it doesn't seem to be very popular, perhaps it isn't very useful for most people or this forum area doesn't get much traffic so it might take a while to make it up the priority list.
City Planner tab: I like this: Kuro Shobi: Port 5 (15,000,000) <- Engineering School 25 (60,000,000) <- Trader's Square 25 (12,000,000) <- Market 30 (225,000,000) <- Town Hall 31 (124,997,000)
I would prefer if there was one table for workers, and one for heroes. Not both heroes and workers in the same table.
Also, unlocking a new worker is not very useful if that worker's level is capped at 5. So that may explain why the info about "unlocking" is only marginally useful. (Plus it's already on the wiki, just a bit less convenient)
The other tabs are more useless. Currently, your Buildings tab is exactly the same as the spreadsheet's. The Trade Value tab is not very useful because it's easy to figure that 30k-10% is greater than 10k+25%. And even if it were 15k-10% compared to 10k+25%, I don't need to do the math - I know it's not worth losing the XP for so little profit (if any).
Some use cases I'd like to see in a Shop Heroes helper:
* list of items I want to craft -> list of worker teams (I can filter manually by workers I have unlocked)
* current worker team -> how far I can push each line
* current worker team, bin levels, number of crafting slots, and items unlocked -> which items should I craft to maximize my profits? which items should I craft to optimize my resource usage? (cf Thid's resource thread)
* hero levels, dungeon levels, and number of quest slots -> hero teams to cover all slots, or teams to tackle a high-level dungeon
* hero levels -> for each equipment slot (weapon, body, head, arms, etc.), list items in an order ranging from best-in-slot to worst-in-slot (cutoff at 15% break chance?)