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UI: Combat Interface is too "clean" and requires too many mouseclicks. #16
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All very good points. I should mention that the mouse wheel already scrolls through weapons/programs/etc within a category, and the arrow keys can also be used to move through options within a category. I think that all three of the currently open issues (UI interface inconvenient, move then act unintuitive, action cost sometimes hidden) can be addressed through a combat interface overhaul which I will start working on after I make a new release with all of the current bugfixes. Which I'm going to go do right now. |
So here's my scenario: One of my mechs got hit very bad by a random enemy mook. A lancemate with high Computer skill and a bit of Repair skill riding a Trailblazer is right next to that mech, and her turn comes up. I decide I want to first cast Prescience on my dying mech, then repair what is possible in that turn. How do I transmit this decision via the combat interface?
In the current interface:
That's actually a fairly large number of mouse actions.
What I would like to propose is that instead of having a two-level hierarchy of modes with a third hierarchy of actions (e.g. Fight > Laser Cannon > Aim, Program > Target Analysis > Sensor Lock, etc.), instead just show all possible actions on a scrollable widget on the right side of the screen.
Obviously the sheer number of possible actions is going to be very large, hence the right side of the screen will have to be scrollable in order to allow access to all actions a very skilled character in a tricked-out mecha can make.
But in any case, with all the actions laid out on-screen like the above example, all I have to do:
That is significantly easier, with some steps optional if the character does not have a lot of possible actions yet.
But that's not all. With this interface, we can add the following simple rule:
So for example, I could pre-assign "R" to "Skill > Repair > Repair" and "E" to "Program > Deflect > Prescience", then in order to cast Prescience on and repair my dying mech:
Another pain point I had with the current command-input scheme is when trying out different weapons. For example I have a mech with a Laser Cannon salvaged from a Corsair and a Heavy Gauss Cannon bought from a shop. I want to know my chances of hitting an enemy mech and judge if the improved chances with the Laser Cannon (which has better accuracy) is worth the lower damage compared to the Heavy Gauss. Currently to check my to-hit chances I have to do a lot of clicking to switch between weapons and then hovering over the enemy mech. It's worse if my character has a lot of Me and I'm willing to use Aim on both weapons. because when switching weapons the default will be the normal attack without Aim. With the proposed scheme it becomes much faster to switch between actions and judge my to-hit chances with both weapons.
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