Quick overview of a bases capabilities

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

User avatar
HansBolter
Posts: 7457
Joined: Thu Jul 06, 2006 12:30 pm
Location: United States

Quick overview of a bases capabilities

Post by HansBolter »

Could we get a quick overview of a base's capabilities in the base interface?

I am referring in particular to the many capabilities added to bases by having various types of "tenders" docked there.

This could be in the form of buttons or text that greys out when the capability is not there and brightens when it is.

It would sure help to be able to tell at a glance without scrolling through a list of ships to see if I have destroyer or submarine reload capabilities at a given base, just to use those two as an example.
Hans

User avatar
DuckofTindalos
Posts: 39781
Joined: Fri Apr 22, 2005 11:53 pm
Location: Denmark

RE: Quick overview of a bases capabilities

Post by DuckofTindalos »

You're too lazy to note what tenders you have there?[:'(]

Most of the display screens in the game are loaded to maximum capacity. So no.
We are all dreams of the Giant Space Butterfly.
bradfordkay
Posts: 8686
Joined: Sun Mar 24, 2002 8:39 am
Location: Olympia, WA

RE: Quick overview of a bases capabilities

Post by bradfordkay »

Hans, just hold your mouse cursor over the anchor symbol on the map - that will show all ships disbanded in the port so you can quickly see what auxiliaries you have in that port.
fair winds,
Brad
User avatar
HansBolter
Posts: 7457
Joined: Thu Jul 06, 2006 12:30 pm
Location: United States

RE: Quick overview of a bases capabilities

Post by HansBolter »

The whole point of the request is to avoid having to scroll through or look through a long list of ship at anchor and remember which type provides which capability.

Having a quick reference would go a long way toward efficient distribution of these types of ships that come in linimited quantities.

Call it laziness if you want, but it mostly stems from a lack of familiarity. Presently, I have to keep a hardcopy list of ship types handy, then I have to cross reference it against each base I want capabilities at to determine what I have and what I still need.

Terminus, try to keep sight of the fact that some of us haven't been playing this game since it's release. [;)]

From the point of view of a newcomer, the thing I find most lacking in the game is operational and strategic overview reporting. Either it just isn't there, or I still need help in discovering where it is. A "what are the present capabilities of this base" type report would go a long way toward facilitating asset allocation management.
Hans

bradfordkay
Posts: 8686
Joined: Sun Mar 24, 2002 8:39 am
Location: Olympia, WA

RE: Quick overview of a bases capabilities

Post by bradfordkay »

How can you quickly show that "Destroyers may replenish torpedoes at this port" better than seeing an AD listed on the mouse over?

Sometimes trying to reinvent the wheel just makes things more difficult IMO.
fair winds,
Brad
User avatar
DuckofTindalos
Posts: 39781
Joined: Fri Apr 22, 2005 11:53 pm
Location: Denmark

RE: Quick overview of a bases capabilities

Post by DuckofTindalos »

ORIGINAL: HansBolter

The whole point of the request is to avoid having to scroll through or look through a long list of ship at anchor and remember which type provides which capability.

Having a quick reference would go a long way toward efficient distribution of these types of ships that come in linimited quantities.

Call it laziness if you want, but it mostly stems from a lack of familiarity. Presently, I have to keep a hardcopy list of ship types handy, then I have to cross reference it against each base I want capabilities at to determine what I have and what I still need.

Terminus, try to keep sight of the fact that some of us haven't been playing this game since it's release. [;)]

Yeah, myself included...[8|][:-] That's no excuse for being lazy.
We are all dreams of the Giant Space Butterfly.
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Quick overview of a bases capabilities

Post by witpqs »

What HansBolter suggested is just plain good design. I'm sure it's way out of scope for AE considering the large number of greater priorities, but there nothing lazy about suggesting a well-designed interface.
bradfordkay
Posts: 8686
Joined: Sun Mar 24, 2002 8:39 am
Location: Olympia, WA

RE: Quick overview of a bases capabilities

Post by bradfordkay »

Again, I ask what is more simple and elegant than listing the auxiliaries in the mouse over? There are no lists to scroll or buttons to click, nor is there so much writing in the mouse over so as to obscure the important information.

I don't think that it is asking too much of a WITP player to remember the few auxiliary tenders we have in the game:

AD - destroyer tender
AS - sub tender
AGP - PT tender
MLE - minelayer tender (I know, didn't exist IRL)
AR - repair ship
AV, AVD - seaplane tender
AE - ammunition ship
AO - fleet oiler
fair winds,
Brad
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Quick overview of a bases capabilities

Post by witpqs »

They are two different issues.
User avatar
treespider
Posts: 5781
Joined: Sun Jan 30, 2005 7:34 am
Location: Edgewater, MD

RE: Quick overview of a bases capabilities

Post by treespider »

ORIGINAL: bradfordkay

Again, I ask what is more simple and elegant than listing the auxiliaries in the mouse over? There are no lists to scroll or buttons to click, nor is there so much writing in the mouse over so as to obscure the important information.

I don't think that it is asking too much of a WITP player to remember the few auxiliary tenders we have in the game:

AD - destroyer tender
AS - sub tender
AGP - PT tender
MLE - minelayer tender (I know, didn't exist IRL)
AR - repair ship
AV, AVD - seaplane tender
AE - ammunition ship
AO - fleet oiler



[:D][:D][:D] Wait till you see the three pages worth of ship types in AE. It will be easier to have a hard copy list by your side.[;)]

Someone said it is actually posted somewhere in the Naval Thread above...
Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
User avatar
HansBolter
Posts: 7457
Joined: Thu Jul 06, 2006 12:30 pm
Location: United States

RE: Quick overview of a bases capabilities

Post by HansBolter »

ORIGINAL: witpqs

What HansBolter suggested is just plain good design. I'm sure it's way out of scope for AE considering the large number of greater priorities, but there nothing lazy about suggesting a well-designed interface.


Thank you.

My thinking is that the overall strategic commander shouldn't have to data mine every base when he wants an overview of his capabilities.

He should have a nice neat report on his desk from each base commander as to the present capabilities of their respective bases.
Hans

User avatar
HansBolter
Posts: 7457
Joined: Thu Jul 06, 2006 12:30 pm
Location: United States

RE: Quick overview of a bases capabilities

Post by HansBolter »

ORIGINAL: bradfordkay

Again, I ask what is more simple and elegant than listing the auxiliaries in the mouse over?

The simple fact that there might be 20-60 ships in that list to have to wade through to find the elusive (in this case) tender one is looking for.

What could be more elegant than a set of indicator light in the base interface that states uncategorically if the capability is present or not....no data mining required.
Hans

User avatar
treespider
Posts: 5781
Joined: Sun Jan 30, 2005 7:34 am
Location: Edgewater, MD

RE: Quick overview of a bases capabilities

Post by treespider »

ORIGINAL: HansBolter
What could be more elegant than a set of indicator light in the base interface that states uncategorically if the capability is present or not....no data mining required.

It sounds elegant but as with everything in this game it would likely be a bear to implement. In particularly since some ship types have multiple base enhancement functions.
Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Quick overview of a bases capabilities

Post by witpqs »

You could even have lights along the bottom row of the display (when a friendly base is selected) that would be lit to signify certain functions available. Probably plenty of other ways to do it.

The real problem is that it would be a lot of work and that energy is best spent on a new interface, which makes it a WITP "-II" issue.
bradfordkay
Posts: 8686
Joined: Sun Mar 24, 2002 8:39 am
Location: Olympia, WA

RE: Quick overview of a bases capabilities

Post by bradfordkay »

ORIGINAL: HansBolter

ORIGINAL: bradfordkay

Again, I ask what is more simple and elegant than listing the auxiliaries in the mouse over?

The simple fact that there might be 20-60 ships in that list to have to wade through to find the elusive (in this case) tender one is looking for.

What could be more elegant than a set of indicator light in the base interface that states uncategorically if the capability is present or not....no data mining required.

Because what you are advocating requires one to click on the base in order to bring up the base interface. The mouse over allows me to quickly sweep over multiple bases in order to find the one with the auxiliaries that I need. Anytime I can get the information I want without opening another screen is a good thing, IMO.
fair winds,
Brad
User avatar
pompack
Posts: 2585
Joined: Sun Feb 08, 2004 1:44 am
Location: University Park, Texas

RE: Quick overview of a bases capabilities

Post by pompack »

ORIGINAL: bradfordkay

ORIGINAL: HansBolter

ORIGINAL: bradfordkay

Again, I ask what is more simple and elegant than listing the auxiliaries in the mouse over?

The simple fact that there might be 20-60 ships in that list to have to wade through to find the elusive (in this case) tender one is looking for.

What could be more elegant than a set of indicator light in the base interface that states uncategorically if the capability is present or not....no data mining required.

Because what you are advocating requires one to click on the base in order to bring up the base interface. The mouse over allows me to quickly sweep over multiple bases in order to find the one with the auxiliaries that I need. Anytime I can get the information I want without opening another screen is a good thing, IMO.


Absolutely agree. [&o]
I can scan a dozen bases looking for specific ship types (such as tenders) in the time it takes to open, examine, and close one window.

If I have no idea where they are, I open the all-ships list, sort by type and immediately see the base locations by name (for units in a TF, I have to click each TF to locate, but generally when I lose ships I lose them in ports [:'(])

There are a lot of things in the interface that are absolutely screwy and even more where the poor player desperately needs some computer assistence but I can't agree that this is one of them. Save the programmer hours for more worthy targets.
User avatar
HansBolter
Posts: 7457
Joined: Thu Jul 06, 2006 12:30 pm
Location: United States

RE: Quick overview of a bases capabilities

Post by HansBolter »

ORIGINAL: pompack
ORIGINAL: bradfordkay

ORIGINAL: HansBolter




The simple fact that there might be 20-60 ships in that list to have to wade through to find the elusive (in this case) tender one is looking for.

What could be more elegant than a set of indicator light in the base interface that states uncategorically if the capability is present or not....no data mining required.

Because what you are advocating requires one to click on the base in order to bring up the base interface. The mouse over allows me to quickly sweep over multiple bases in order to find the one with the auxiliaries that I need. Anytime I can get the information I want without opening another screen is a good thing, IMO.


Absolutely agree. [&o]
I can scan a dozen bases looking for specific ship types (such as tenders) in the time it takes to open, examine, and close one window.

If I have no idea where they are, I open the all-ships list, sort by type and immediately see the base locations by name (for units in a TF, I have to click each TF to locate, but generally when I lose ships I lose them in ports [:'(])

There are a lot of things in the interface that are absolutely screwy and even more where the poor player desperately needs some computer assistence but I can't agree that this is one of them. Save the programmer hours for more worthy targets.

I guess some people just enjoy data mining. [8|]

This is exactly the kind of thing I don't want to have to do.
Hans

User avatar
treespider
Posts: 5781
Joined: Sun Jan 30, 2005 7:34 am
Location: Edgewater, MD

RE: Quick overview of a bases capabilities

Post by treespider »

So how do you propose the programmers delineate between the presence of an AR, an ARD, and AG?

The AR Is an Auxilliary Repair Ship used to repair damage to other ships.

The ARD is an Auxilliary Repair Dock used to repair hull damage on other ships but do it better than any other ship.

An AG is a Miscellaneous Auxilliary which can repair small craft. (WitP's AG is now termed an LB)...and it can be used to rearm ammo on these same small craft.
Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
User avatar
HansBolter
Posts: 7457
Joined: Thu Jul 06, 2006 12:30 pm
Location: United States

RE: Quick overview of a bases capabilities

Post by HansBolter »

ORIGINAL: treespider

So how do you propose the programmers delineate between the presence of an AR, an ARD, and AG?

The AR Is an Auxilliary Repair Ship used to repair damage to other ships.

The ARD is an Auxilliary Repair Dock used to repair hull damage on other ships but do it better than any other ship.

An AG is a Miscellaneous Auxilliary which can repair small craft. (WitP's AG is now termed an LB)...and it can be used to rearm ammo on these same small craft.

First of all, I fail to see the need for me to come up with a solution for that.

I made a suggestion for what I would like to see.

I provided sound valid reasoning for the desire for it's presence.

Since I am not a programmer, I have no clue how to actually imnplement it.

Since I am a designer with some skills in graphic layout and presentation (I am an architect) I CAN suggest several waya that it could be graphically organized and presented, but again, I fail to see the need for ME to do so.

I am going to give you the benefit of the doubt here and assume you are asking valid questions about potenially complicating issues and NOT just engaging in a childish attempt to throw roadblocks in front of an idea you dislike out of petulance.[8|]

The most simple way I can see to present several variables is with categories and subcategories. One category could be REPAIR with 3 sub buttons that light up, one for GENERAL, one for HULL, and one for SC (small craft). The REPLENISHMENT category could have as many subcategories as is necessary to depict all of the various categories of replenishment types with a button that lights op for each.

Designing an interface to facilitate this information isn't rocket science! [:D]
Hans

User avatar
treespider
Posts: 5781
Joined: Sun Jan 30, 2005 7:34 am
Location: Edgewater, MD

RE: Quick overview of a bases capabilities

Post by treespider »

ORIGINAL: HansBolter
ORIGINAL: treespider

So how do you propose the programmers delineate between the presence of an AR, an ARD, and AG?

The AR Is an Auxilliary Repair Ship used to repair damage to other ships.

The ARD is an Auxilliary Repair Dock used to repair hull damage on other ships but do it better than any other ship.

An AG is a Miscellaneous Auxilliary which can repair small craft. (WitP's AG is now termed an LB)...and it can be used to rearm ammo on these same small craft.

First of all, I fail to see the need for me to come up with a solution for that.

I made a suggestion for what I would like to see.

I provided sound valid reasoning for the desire for it's presence.

Since I am not a programmer, I have no clue how to actually imnplement it.

Since I am a designer with some skills in graphic layout and presentation (I am an architect) I CAN suggest several waya that it could be graphically organized and presented, but again, I fail to see the need for ME to do so.

I am going to give you the benefit of the doubt here and assume you are asking valid questions about potenially complicating issues and NOT just engaging in a childish attempt to throw roadblocks in front of an idea you dislike out of petulance.[8|]

The most simple way I can see to present several variables is with categories and subcategories. One category could be REPAIR with 3 sub buttons that light up, one for GENERAL, one for HULL, and one for SC (small craft). The REPLENISHMENT category could have as many subcategories as is necessary to depict all of the various categories of replenishment types with a button that lights op for each.

Designing an interface to facilitate this information isn't rocket science! [:D]


1. Where did I say I disliked your idea?

2. My intent was to generate an example of how to implement your suggestion within the framework of the current UI design. For a suggestion to have a better chance of consideration it is generally better to provided an example of its implementation.

3. From your above suggestion the buttons and lights take up screen space most of which is already occupied. So in essence a new screen would need to be created to handle the base capability summary report.

It could be a useful feature...however as some of the players have pointed out essentially the same information is presented when you list the Auxilliary's on the ship list at a base...its just not as intuitive as your idea.
Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
Post Reply

Return to “War in the Pacific: Admiral's Edition”