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RE: UI suggestions

Posted: Tue Oct 15, 2013 8:37 pm
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)

RE: UI suggestions

Posted: Tue Oct 15, 2013 8:57 pm
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!

RE: UI suggestions

Posted: Wed Oct 16, 2013 3:48 am
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]

RE: UI suggestions

Posted: Wed Oct 16, 2013 4:22 am
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]

RE: UI suggestions

Posted: Wed Oct 16, 2013 6:27 am
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.

RE: UI suggestions

Posted: Wed Oct 16, 2013 10:12 am
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

RE: UI suggestions

Posted: Wed Oct 16, 2013 11:04 am
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.