User interface changes request

Korsun Pocket is a the second game using the award winning SSG Decisive Battles game engine. Korsun Pocket recreates the desperate German attempt to escape encirclement on the Russian Front early in 1944. The battle is a tense and exciting struggle, with neither side having a decisive advantage, as the Russians struggle to form the pocket, then try to resist successive German rescue efforts and last ditch attempts at breakout.
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tempest
Posts: 18
Joined: Sun May 19, 2002 8:59 pm
Location: Sacramento

User interface changes request

Post by tempest »

Having logged more hours than my wife would like at KP, I'd like to suggest some improvements to the user interface:
1. With multiple units selected in a stack, make a double click on a unit selection button deselect all other units in the stack. It is tedious to one by one deselect multiple units to get only the one you want.
2. Make the entire unit display rectangle active for a left click rather than just the somewhat small unit selection button.
3. Have a dialog box asking if your sure you want to end your turn should you have any air interdiction/partisans left to place. Since there is no downside to using them, that would prevent them being forgotten in the fog of war.
4. Have a hot key for cycling between the current display of air interdiction/partisan icons (and perhaps include bridge delay icons) and either removing them or decreasing them to half/quarter size. They obscure the terrain features as much as the removable strongpoints icons.
5. Add hot keys for extended movement, detachments and, if nothing else, entrenchment. It is tedious moving the mouse (and disrupting ones concentration) back and forth when doing the traditional end of turn entrenchment task or checking a units extended movement range.
6. Revise the displayed supply truck radius to take into account the OP point penalty change that will occur at the end of the turn due to territory change of ownership and barrage/bridge repair/detachments/etc. The current presentation shows the supply truck radius for the current turn, which is of limited use since the supply broadcast phase is already over. The player is interested in what the supply radius will be at the start of his next turn when the supply broadcast phase will occur.

Dave Alston
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Rob Gjessing
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Post by Rob Gjessing »

The Supply truck radius that is shown is for the NEXT turn.. and NOT the current turn. It is based upon known hex penalties for the next turn.. it is a fair estimation of what areas the truck will be able to supply for the next turn, but isnt 100% because it doesnt know what the enemy will do with their interdiction or movement of units which may disrupt that supply.
Isn't that bizarre?
tempest
Posts: 18
Joined: Sun May 19, 2002 8:59 pm
Location: Sacramento

Post by tempest »

Some further testing on the supply truck radius display logic showed that neither of us had it completely correct. The supply radius displayed is not static from the start of the turn but updates as OP point penalties change due to retreating enemy units or barrage effects. However, I am correct in that the supply radius displayed is a function of the OP point penalties in effect at the time of display selection(i.e. this turn), NOT the following turn. Of course, the influence of enemy action(an unknown) cannot be displayed.
DPoM
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Post by DPoM »

as for #1 it is already possible, just click on the unit image on the right side menu
tempest
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Joined: Sun May 19, 2002 8:59 pm
Location: Sacramento

Post by tempest »

Thanks DPoM, I'd never picked up on that. You can scratch my items 1 and 2 from the list, then.
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Rob Gjessing
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Post by Rob Gjessing »

tempest wrote:Some further testing on the supply truck radius display logic showed that neither of us had it completely correct. The supply radius displayed is not static from the start of the turn but updates as OP point penalties change due to retreating enemy units or barrage effects. However, I am correct in that the supply radius displayed is a function of the OP point penalties in effect at the time of display selection(i.e. this turn), NOT the following turn. Of course, the influence of enemy action(an unknown) cannot be displayed.
I never said that the supply radius was static, I said it was an indication of what hexes would be supplied next turn based upon known enemy positions. I also stated that it would vary depending upon enemy movement and interdiction.
Isn't that bizarre?
Pawlock
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Post by Pawlock »

Rob Gjessing wrote:I never said that the supply radius was static, I said it was an indication of what hexes would be supplied next turn based upon known enemy positions. I also stated that it would vary depending upon enemy movement and interdiction.

Furthermore to what Rob mentioned, what you seem to be asking(I may be wrong here) is a cast iron way of knowing your exact supply status come what may. I apologise if I have this wrong.

Now, to me, the interdiction is when used correctly one of the most powerfull weapons available. Correct use of it would scupper many of your supply plans.

I personally see no problems at all with the interface as regards to supply, its a best guestimate barring enemy intervention.
tempest
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Joined: Sun May 19, 2002 8:59 pm
Location: Sacramento

Post by tempest »

Rob Gjessing wrote:I never said that the supply radius was static, I said it was an indication of what hexes would be supplied next turn based upon known enemy positions. I also stated that it would vary depending upon enemy movement and interdiction.
In section 3.2.8 of the manual regarding supply truck radius, it states that "the probable area to be supplied by that truck in the next turn is shown". This is exactly what I'm asking for; the "probable area" should include the effect of OP point changes that the computer knows will occur prior to ones next turn (change in ownership reduction, barrage/bridge building penalty reduction,etc). Again, this is NOT currently being done. The supply radius shown is a function of OP point penalties in effect now, not next turn. Forget enemy action; I understand that enemy action during his turn(movement, combat, interdiction) can change things; obviously the computer can't show that. I think this a another disconnect between the intent(show next turns supply radius affected by known coming changes in OP point effects) and the reality(it shows this turns OP point effects). Do some quick testing and see.
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