Development > Artwork
GUI Design
TrashMan:
Quickly finding the soldier you're looking for?
Dunno. Maybe there's a better way to go about it. I cna think of a few variations:
a) having a list of soldier names
b) having a list of portrait+names
c) Having a way to mark a soldier. Like, marking soldier no.5 as a sniper, and the number 5 at the top of the screen having a specific color
d) Having a small icon next to each soldier number (autgenerated depending on the weapon he's equipped with). A sniper would have a crasshairs icon. A regular assault rifle would have a bullet. Heavy machinegun would have 3 bullets, flamethrower would have flame, etc...
Winter:
Dividing troops into squads would be entirely wrong for a game of this nature. We don't have squads moving independently across a map, which is reason one why Jagged Alliance 2 did things that way. Copying without thought is always the wrong thing to do.
What I'm seeing:
Troops organised in a list order according to the player's preferences (drag and drop) during pre-deployment and/or aircraft troop assignment. This layout is saved from battle to battle. Troops are then selected by the number keys, 1-0 for soldiers 1 to 10 in the list, SHIFT+1-10 for 11 to 20, and so on.
Regards,
Winter
vedrit:
I, for one, greatly prefer the pre-assigned order. It would be a nice cross between X-COMs near-infinate troop amounts, and a modern games organization, giving the best of both systems, with none, or few, of the drawbacks (Not knowing which soldier out of how many you are on, limited number of troops allowed, etc)
TrashMan:
Again, dividing is purely in a semantical sense.
The idea is to be able to quickly find the soldier you're looking for.
Which is why I propose that the numbers have icons and different colors, so you can easily see which soldier has what weapon equipped, how many AP or HP he has left
Prinegon:
--- Quote from: BTAxis on May 19, 2010, 02:55:40 pm ---Even then, you can't move soldiers as groups, anyway. You have to move them one by one. So what'd be the point?
--- End quote ---
This is so at this moment. But this doesn't have to stay so. Even in a turn based setting movement formations are really possible and, imho, very wishable. And this is not only, because of a player would be able to move around more troops much easier, but once implemented, alien movement could be tactical, too.
Lets say, one is able to group i.e. up to 5 people and designate a group leader. As long as not ungrouped again, movement of the leader would move the whole group in formation. If you move other members of the group first, the formation is automatically changed. If you move in formation, the movement is automatically adjusted, so that each member of the group automatically keep their relative distances to each other, if possible. People would automatically slow down, if someone needs more movement points than the other to reach its designied position, using the pool of unused movement points for cover fire.
Of course, this would be problematic to implement, one would have to make sure blocking soilders would step out of the way as well as to prevent a soilder to move around the map alone while the others wait for him to reach his position indefinitely, because cause of a narrow passage his destination would be outside of something, while the destination of all other soilders is inside. But theese are all things, a little ai-work could handle. With a little ai-work this movement could be even extended, e.g. soilders automatically crack their formation up to move behind cover, if in reach, or so.
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