General > Discussion
UI Adjustments: Battlescape
mor2:
1. i love how he put all the important stuff in together but it will be confusing to a lot of people.
2. i prefer bigger stats indicator over the useless huge soldier model.
3. there is a dead spot in the corner.
4. i really prefer the old level selector, this one makes me spend more time clicking it, going from floor to floor will be hell espcialy if you missed the floor by fast clicking, plus going from floor to floor means annoying flickering (probably the GPU may not like it as well.
5. i like the soldier selction bar with portraits but how will it work with16 soldier, slider? i prefer no portraits at all over shrinked ones.
on personal note, in UFOAI i have no "personal" connection, in other words i dont care about the individual soldiers, they are just functions to me, which is why i liked you bar with heavy/sniper/assult/two handed... icons. the soldiers just die (instead of being hospitalized for really long) you cannot arrange them, you cannot equip them(they part of ship crew) and many other little things that makes it so.
1. i prefer numbers over bars(or numbers with bars), the indicator on the map and the fire mod and every tool tip gives you numerical indication so bars alone just dont work.
2. its might be a very good idea to separate the TU from the other stats, it certainly gives much more room for maneuver.
3. as i said before i dont see the need in the small reload and aim buttons, when the ammo and weapon icons can be used for this for this instead of just looking pretty but its just my opinion and might not be technically applicable.
4. the info in your fire mode selection screen is more helpful than my copy/paste stats and i like that you too decided to place all the screens in one place.
EDIT: you just keep posting just before i do :) in my previous post i just explained my general approach because up until now i was mostly posting screens without the why, so that now we can discuss them (p.s. by headshot i meant small buttons that require hard work to "hit" them) and in this post i referenced other works.
H-Hour:
mor2 comments on my proposal:
--- Quote from: mor2 on October 20, 2010, 06:19:07 pm ---1. i prefer numbers over bars(or numbers with bars), the indicator on the map and the fire mod and every tool tip gives you numerical indication so bars alone just dont work.
--- End quote ---
Numbers can appear in tooltips that pop up on mouseovers.
--- Quote from: mor2 on October 20, 2010, 06:19:07 pm ---2. its might be a very good idea to separate the TU from the other stats, it certainly gives much more room for maneuver.
--- End quote ---
I think there may be some confusion here. The TU display under the weapon is not a replacement for the overall TU indicator. It is meant to indicate remaining TUs and TU cost of current fire mode.
--- Quote from: mor2 on October 20, 2010, 06:19:07 pm ---3. as i said in my previous post i dont see the need in the small reload and aim button when you can use the ammo and weapon for this (but its just my opinion and might not be applicable technically)
--- End quote ---
There is some more confusion here. The player would fire by clicking anywhere in the weapon panel. The aim button (far left) is only the fire mode/stats popup button.
mor2:
--- Quote from: H-Hour ---don't think there should be so much text/numbers. We should avoid representing things in text/numbers as much as possible on the main screens (ie - anything that doesn't pop-up and is always there). This is why I chose the bar graphs to show ammo count and TU-cost of weapon fire. Numbers force players to do math (is 6 ammo a lot or almost gone?).
--- End quote ---
i agree bars are much more user friendly but lets not forget the experienced players that would like those numbers especially since the rest of the interface uses only numerical representation. so unless its only indicators like in the stats of the new soldiers selection bars, we should stick to numbers or both.
in other words, when i select a soldier i want to know how much TU will it cost me to fire or how much TU i want to keep while choosing a position on the map considering i want tobe able to make 2 shots.
--- Quote from: H-Hour ---This is the main problem I have with your reloading function. There is no clear indication that clicking on the ammo will reload the weapon and having an icon like stance/rf mode to say "I'm clickable" seems to me to create more clutter. Also, it would be quite easy to go for "fire" and accidentally hit reload since they are visually linked closely.
--- End quote ---
does your weapon button indicates that clicking it will select the fire cursor? at best its a learning curve thing, at worst we just make a button outline around them both.
on other hand it seems to me that making a lot of additional small buttons or big, seems like clutter or at least waste of space.
--- Quote from: H-Hour ---I think there may be some confusion here. The TU display under the weapon is not a replacement for the overall TU indicator. It is meant to indicate remaining TUs and TU cost of current fire mode.
--- End quote ---
in that case if its not like the main TU indicator you should clearfy how will it work with the TU reservation and the map cursor thing and not be confusing?
p.s. i still think that this might be a good idea trying an interface with TU separated from the holy stats trinity.
--- Quote from: H-Hour ---
--- Quote from: mor2 ---3. as i said in my previous post i dont see the need in the small reload and aim button when you can use the ammo and weapon for this (but its just my opinion and might not be applicable technically)
--- End quote ---
There is some more confusion here. The player would fire by clicking anywhere in the weapon panel. The aim button (far left) is only the fire mode/stats popup button.
--- End quote ---
so why make him click on that tiny button to select fire mod instead of right clicking it? (same goes for the ammo as mentioned in the beginning of the post)
Moderator edit: I removed your links to the other soldier bars. Please, let's keep the focus on one thing at a time.
bayo:
Well, it is already a mess to read all this thing. Forum is definitely not the right support. How to reply about something, somebody already reply. Everything is splited into little pieces of text. I am sorry, I think i already missed to read some text.
Anyway:
About http://ufoai.ninex.info/forum/index.php?action=dlattach;topic=5468.0;attach=5734;image
* I dont see the point of changing the shoot task with that. I mean spliting user action 1) select the fire mode and 2) shot something. We can talk about that only point in a separate thead cause it evilly affect the GUI result.
* This current fire mode do not easily help to select a fire mode (you must select one by one everything to compare), especialy the TU (which is, i think, the more important)
* I dont see a bar (like that) for bullets as an improvment (2 bullet instead of 3 is an important information, anyway the weapon can contain 200 bullets or not; or 100/200 is not the same as 1/2).
* I dont see this TU bar position as an help for the "understandability" (IMO TU have nothing to do near the weapon). Maybe it is the same for the inventory button.
About http://i53.tinypic.com/ndg21.png
* I think this 2 buttons + status for crouch/standup is better than what we have (cause the meaning of a click never change), size here is not a problem.
* About right click use, i would like we continue to use it as an option (i mean it can be a shortcut for something, but we should anyway allow to do the same action with another way and without right click use).
mor2:
1. so what exactly we all have agreed on?
2. Removed by moderator: I already said focus on one thing at a time please.
3. as for additional icons for us to click, there just wrong and right clicks 8)
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