UI suggestions

The new Cold War turned hot wargame from On Target Simulations, now expanded with the Player's Edition! Choose the NATO or Soviet forces in one of many scenarios or two linked campaigns. No effort was spared to model modern warfare realistically, including armor, infantry, helicopters, air support, artillery, electronic warfare, chemical and nuclear weapons. An innovative new asynchronous turn order means that OODA loops and various effects on C3 are accurately modeled as never before.

Moderators: IronMikeGolf, Mad Russian, WildCatNL, cbelva, IronManBeta, CapnDarwin

TigerTC
Posts: 305
Joined: Fri Feb 16, 2007 2:06 pm

RE: UI suggestions

Post by TigerTC »

I'll piggyback on this thread without starting a new thread. Here are some suggestions I have after a week of play:

-Ghost images when units disappear, showing the last contact time and direction of travel

-Don't show secondaries on unobserved fires/unobserved mine strikes

-Better access to enemy subunit info (don't make me recognize silhouettes and leaf through all of the enemy units) -- that should be clickable, even if I'm getting "bad" info based on incorrect sighting info. I'm not talking about unit stats but the basic F6 subunit info for enemy units should be easily accessible.

-Better intel on Scenarios (e.g., if chemical weapons have been used in the area, that basic fact would likely be known; size of enemy forces; equipment; expected routes of advance)
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CapnDarwin
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Joined: Sat Feb 12, 2005 3:34 pm
Location: Newark, OH
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RE: UI suggestions

Post by CapnDarwin »

BROJD,

Added item 1 to our improvements/new features list. Item two we allow it and there is indirect intel from local sources and air recon etc that "sees" something blew up (fire/smoke) but you do not know what. I'll add it to the list. I need to understand item 3 better. If browse enemy units is on, you can click on the enemy and see the sub-units and double clicking a sub-unit bring up the Inspector panel for that unit. What else needs to be accessible? Item four is purely a matter of how the scenario designer wants to layout the scenario. There is intel in the right ups, but in most cases counts, types and direction will be vague.

Thanks for the feedback!
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
CptHowdy
Posts: 132
Joined: Tue Dec 12, 2006 5:10 am

RE: UI suggestions

Post by CptHowdy »

another suggestion. in the tactical ops diary at the bottom of the screen is it possible to color code the messages? maybe have all my units under fire messages be colored red or something. also the messages just state that unit is firing on another unit, some subunits have multiple weapons, perhaps tell me which weapon was fired? playing time to dance right now, limited orders. fun, fun, fun!![:D]
CptHowdy
Posts: 132
Joined: Tue Dec 12, 2006 5:10 am

RE: UI suggestions

Post by CptHowdy »

well darn. it appears I was playing the warsaw pact version of time to dance. I started with bridges blown. I did achieve 66% success rating though. very tough with limited staff but that probably saved me from making to many mistakes [:D]
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Radagy
Posts: 344
Joined: Sat May 22, 2004 11:29 am
Location: Italy

RE: UI suggestions

Post by Radagy »

What about borrowing a useful feature from Command, such ad reporting the hit % on the running report? By now I can't really understand if my unit is going for an impossibile shot or an easy one. Common sense can help me to take sensible decisions, but a little help from the interface would be appreciated.
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Mad Russian
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Joined: Sat Mar 15, 2008 9:29 pm
Location: Texas

RE: UI suggestions

Post by Mad Russian »

You aren't giving orders to take the shot except with artillery. That's below your position in this game.


Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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Radagy
Posts: 344
Joined: Sat May 22, 2004 11:29 am
Location: Italy

RE: UI suggestions

Post by Radagy »

Yes, sure, but it would change my strategy knowing that my armour firing at one specific infantry dug in the woods is firing at 1% chance to hit rather than, let's say, at 75% chance to hit.
Right now only gaming experience can help us, but this could be a designer's choice and I respect it.
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