Which style?

Command Ops: Battles From The Bulge takes the highly acclaimed Airborne Assault engine back to the West Front for the crucial engagements during the Ardennes Offensive. Test your command skills in the fiery crucible of Airborne Assault’s “pausable continuous time” uber-realistic game engine. It's up to you to develop the strategy, issue the orders, set the pace, and try to win the laurels of victory in the cold, shadowy Ardennes.
Command Ops: Highway to the Reich brings us to the setting of one of the most epic and controversial battles of World War II: Operation Market-Garden, covering every major engagement along Hell’s Highway, from the surprise capture of Joe’s Bridge by the Irish Guards a week before the offensive to the final battles on “The Island” south of Arnhem.

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dazkaz15
Posts: 1267
Joined: Fri Dec 14, 2012 11:15 am

RE: Which style?

Post by dazkaz15 »

Are you referring to the multi coloured hex based counters as posted by wodin?
Alchenar
Posts: 359
Joined: Mon Aug 02, 2010 11:17 am

RE: Which style?

Post by Alchenar »

ORIGINAL: dazkaz15

Thanks for the feedback.

All of the critical info you have just mentioned can be permanently displayed on the top bar, thus freeing up the general info tab for other tabs like OOB.

The dropdown tabs on the top bar would be entirely optional in use.

The tabs we have on the left as they are at the moment in game, would still work just as it does now, so you would have the option of using just that, or getting extra info from the drop downs on the permanently displayed top bar if you wished.

Go back a step. Currently information in the game is split by category-specific tabs, with everything not falling under a specific heading under 'general'. That's great for book-keeping and better than 99% of wargames but it isn't really the best solution. Making it easier to 'see everything' is a marginal improvement on the UI, but a very rapid dead-end in terms of how far you can go.

Instead of trying to rearrange the information that's already present in the UI, make a list of crucial information (ie. the things a player will almost always need to know to make a decision). As much as possible that stuff should be on the screen without the player needing to click anything. Supplementary information can be hidden behind tabs.

I've given some examples already, but 'unit delay' is also something I'm going to want to know when issuing an order. I don't often (or ever?) care what Jochen Peiper's Staff Quality and Efficiency are, so while they make sense from an information collection standpoint being together under the CMD tab, actually from a user perspective it isn't important at all that they're together.
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dazkaz15
Posts: 1267
Joined: Fri Dec 14, 2012 11:15 am

RE: Which style?

Post by dazkaz15 »

I've had another idea for the UI [:'(]


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