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UI suggestions

Posted: Sat Oct 12, 2013 1:06 pm
by PKH
I think it would be a good idea to show the current order after the unit name in the OB tab. F.ex 'unit(H)' for Hold etc. This would make it easy to see if someone is missing orders.

Also being able to give orders by right clicking units in the OB would be nice IMO. I know you can right click in the unit info area below btw.

RE: UI suggestions

Posted: Sat Oct 12, 2013 1:10 pm
by MikeAP
I like it

RE: UI suggestions

Posted: Sat Oct 12, 2013 3:23 pm
by jnpoint
Agreed.

RE: UI suggestions

Posted: Sat Oct 12, 2013 3:27 pm
by nukkxx5058
+1

RE: UI suggestions

Posted: Sat Oct 12, 2013 4:21 pm
by CapnDarwin
Showing the order may be fairly easy to pull off. We do it with the FS tab right now. Right click off the OB/FS is a different animal and was requested in the beta by a couple folks and as we said then it requires recoding a number of things beyond just itself. It is on the list though.

RE: UI suggestions

Posted: Mon Oct 14, 2013 10:50 am
by PKH
If you're adding orders to the OB, I suggest displaying it in bold text for units which have been given orders in the current orders phase to make it easier to keep track. If you could find a way to display the time of the next order as well, I think that would be nice to have.

RE: UI suggestions

Posted: Mon Oct 14, 2013 10:55 am
by Mad Russian
All of that specific order information is in the unit information window.

Good Hunting.

MR

RE: UI suggestions

Posted: Mon Oct 14, 2013 11:45 am
by PKH
I'm aware the info is available in the unit info window. It's just that having it directly in the ob would make it available without having to click each unit and remembering the info for each.

RE: UI suggestions

Posted: Mon Oct 14, 2013 6:19 pm
by TheWombat_matrixforum
Other UI enhancements on my wish list:

1) When you select an HQ unit at least (could work for selecting any unit too), all the other units in its formation would highlight. So, if I select the HQ of a tank company, it and all of its platoons and any attached units would be highlighted too. This should happen whether you select it via the map, or the OB list, and the highlighting should be both on on-map counters and in the OB list. Rationale: I often can't tell which formation a unit belongs too because the color coding is pretty subtle.

2) When you select a unit, I'd like an option to toggle a line (red for out of command, green for in command) to be drawn between the unit and its controlling HQ. Rationale: This would help me visualize the command span, because the current system of highlighting hexes uses shading and coloration that is rather hard for me to distinguish sometimes.

Overall, the UI works well enough, and frankly works better than many other games I've seen. Where I think it needs improvement is in relatively minor areas, mostly around giving the player more options to see relationships between units, and between units and the terrain. For instance, I don't have any clear suggestions but the ways of determining lines of sight seem a bit murky as well. Does the ctrl+L command factor in thermal vision and night sensors, for instance? And if I shift+ this command to move the point of reference, is that going to give me a range for only the last selected unit? I.e., if I select an infantry unit, and check it's line of sight, then shift-click on another hex, will it be showing me just what that unit could see (I assume so)?

I'd also love having the units of a formation have more distinct visual cues to which formation they belong to. The little triangle is hard to see for old eyes!

Still, a great game as it is.

RE: UI suggestions

Posted: Mon Oct 14, 2013 6:27 pm
by TomBombadil711
Zooming in and out by mouse-wheel would be fine. Would also like to have the possibility to stay at the PBEM++ server after finishing my PBEM++ turn without going back to the main menu and support the points mentioned by TheWombat.

RE: UI suggestions

Posted: Mon Oct 14, 2013 6:57 pm
by CapnDarwin
pssstt...don't tell anyone...but mouse wheel zoom will be in the first patch...move along nothing to see here...

RE: UI suggestions

Posted: Mon Oct 14, 2013 7:38 pm
by kaburke61
[&o]

RE: UI suggestions

Posted: Mon Oct 14, 2013 9:26 pm
by TigerTC
ORIGINAL: Capn Darwin

pssstt...don't tell anyone...but mouse wheel zoom will be in the first patch...move along nothing to see here...

Woohoo!!!!!! Thanks, guys.


And I agree with the earlier comment that highlighting subordinate units when you select an HQ would help a lot.

RE: UI suggestions

Posted: Mon Oct 14, 2013 9:38 pm
by Grim.Reaper
Agree with highlighting subordinates as well.....

Also, unless I have missed it, when a unit is locked, would be nice to have some kind of indication on the counter versus having to click on the unit to find out it is locked.

RE: UI suggestions

Posted: Mon Oct 14, 2013 11:33 pm
by KenPortner
How about a LOS tool that allows you to click on one hex, move cursor to another, and draws a line showing whether LOS is blocked?

Or something similar.

RE: UI suggestions

Posted: Tue Oct 15, 2013 12:16 am
by CapnDarwin
Portner, try Ctrl-L with a unit selected. Then you can shift-click empty hexes for LOS too.

RE: UI suggestions

Posted: Tue Oct 15, 2013 4:30 pm
by KenPortner

Ok,but what if I want to see what can be seen from a particular hex before I move my unit into it?

Figuring LOS is one of the thing signs most difficult about tactical computer wargames.



ORIGINAL: Capn Darwin
[:@]
Portner, try Ctrl-L with a unit selected. Then you can shift-click empty hexes for LOS too.

RE: UI suggestions

Posted: Tue Oct 15, 2013 5:47 pm
by MikeAP
ORIGINAL: Portner


Ok,but what if I want to see what can be seen from a particular hex before I move my unit into it?

Figuring LOS is one of the thing signs most difficult about tactical computer wargames.

Control+L, then click on that hex. It will show you the visibility from that specific hex

RE: UI suggestions

Posted: Tue Oct 15, 2013 6:14 pm
by Grim.Reaper
Minor recommendation.  On the VP tab, you have the ability to select a VP in order to try and find it on the map.  Right now when you click on the underlined hex number, the VP hex really quickly flashes on the map.  Sometimes it is very hard to see, especially if you have units in the hex.  I would recommend instead of making it flash, have that hex become the actual selected hex.  This way it would have focus.  If that is not possible, then maybe a longer flash or some other way to make it stand out a little better.

RE: UI suggestions

Posted: Tue Oct 15, 2013 6:33 pm
by CapnDarwin
Grim, good idea. I'll get this on the list. [8D]