Zaimat and all,
A picture is worth a thousand words ... Instead of jumping from one battle to the next without have the "big picture", I think we need a new UI that allows the player to basically have the big picture and jump in when they want.
Advantages ...
(1) Can review each sector that has a battle.
(2) Command TF from this panel (give orders).
(3) Slowly advance each round step-by-step and jump in the battle when needed.
The image below was created by taking screenshots of various UI's and pasting them into the new Diplomacy Report screen. I figured this might be a cool idea and simple to build since it doesn't use any new assets ...
Now ... I want to explain how it could work ... (reference the image)
In the upper right you have the galactic view where (in this case) the blue squares show battle sectors. Clicking on that sector will show the small radar view (upper left) with your fleets in that sector on the bottom left. The galactic view could also show all your fleets which you could direct to a sector if they are adjacent to the battle sector. Image your fleet exiting your system when an enemy fleet arrives in that system. You could re-order your fleet back into the system with a few clicks and advance the round a few times then jump in when the shooting starts.
At this point you can give orders to your fleets, such as Attack, Hold, Move, etc. You could even change their original orders as the battle develops. Don't you hate it when you have large fleets? Well, I hope this idea makes it less pain full and minimizes all the clicking.
On the top bar, you can advance the rounds at your leisure (even pause but I couldn't find that image!). I didn't add a Comm Button but that would allow you to jump around into the battles like it does now.
Again, this whole idea gives the big picture whereas currently we just have tunnel vision and sector numbers to jump around and it's quite frustrating, IMO.
Thoughts comments, speak up!
Rob
Strategic Combat Control UI (cool idea?)
Strategic Combat Control UI (cool idea?)
Don't let me wake up and catch you sleeping !!!
- FrozenFallout
- Contributor
- Posts: 136
- Location: USA
- Contact:
Re: Strategic Combat Control UI (cool idea?)
This is awesome! Really love the picture and think this would really help understanding the big picture in combat situations.
Re: Strategic Combat Control UI (cool idea?)
Your idea sounds good, but each battle area (sector) would need to have their rounds separated. Currently, if auto is used on the first sector, it will be forwarded the same number of rounds in other sectors. This can be catastophic if you want to release fighters in the other sectors as fighters won't automatically launch.
Re: Strategic Combat Control UI (cool idea?)
They need to create an auto-launch anyway for the current mechanism if we had two sector battles that required the launching of fighters. Right now we would have to jump in one sector, launch fighters, then jump to the second sector and launch those fighters.GreenKing wrote:Your idea sounds good, but each battle area (sector) would need to have their rounds separated. Currently, if auto is used on the first sector, it will be forwarded the same number of rounds in other sectors. This can be catastophic if you want to release fighters in the other sectors as fighters won't automatically launch.
At the very least, I would like to see a Pre-Battle screen before it auto jumps us into a battle. With that UI, we could review everything and perhaps issue "last-minute" orders, such as launch fighters, retreat, move, attack and even change our current bombard orders to a different target planet.
I think this extra level of command would also benefit the AI ... Currently, the AI (our forces use the same logic when on auto?) carry out their commands without looking at the current situation. For example, if the AI sends a scout ship to our system, it will proceed into a suicide battle. If the AI had one more chance to change it's orders then the scout could proceed towards our planet and then realize it's dilemma and retreat.
Overall, we need a Big Picture before we commit ourselves to jumping to another sector battle. The following items are questions that I ask myself when the game starts me in a sector and other sectors are having battles ...
(1) Who is attacking me?
(2) What is my relation with that enemy?
(3) What enemy forces am I dealing with?
(4) Where am I ?? (it takes me a moment to get my bearings!)
Now, after I figure that out (for the sector I'm in), I wonder about the other sector battles noted on the Combat Log ... Again, I ask those same questions and most of the time I jump to the other sectors immediately so I can answer those questions. I feel that the big picture UI would resolve that especially if it can show me that I have a fleet that is adjacent to the sector ... Right now I have to figure out if sector (5,8) is adjacent to sector (2,96) ... The UI would show me this and it's not, sector (2,97) is the upper left corner adjacent to sector (5,8) but looking at the comm window I wouldn't know ... Of course if I had a separate map in my hand reminding me of how sectors are numbered, then yeah I could figure it out, but hey!
Don't let me wake up and catch you sleeping !!!
Re: Strategic Combat Control UI (cool idea?)
Being able to preview other battles before switching is on the agenda, should be easy enough. Fighters launching to be more streamlined is coming soon, including the AI using them, automatic recall and so on.
As for the "Big Picture" idea: I think the important thing as you point out is the questions/info the player needs to know to make decisions. Thanks for the UI idea, we're going to look at all the available options, to see what works best, there are some challenges here with some of the methods.
As for the "Big Picture" idea: I think the important thing as you point out is the questions/info the player needs to know to make decisions. Thanks for the UI idea, we're going to look at all the available options, to see what works best, there are some challenges here with some of the methods.
Horizon - Lead Designer | a.k.a. Raf
- FrozenFallout
- Contributor
- Posts: 136
- Location: USA
- Contact:
Re: Strategic Combat Control UI (cool idea?)
Zaimat wrote:Being able to preview other battles before switching is on the agenda, should be easy enough. Fighters launching to be more streamlined is coming soon, including the AI using them, automatic recall and so on.
As for the "Big Picture" idea: I think the important thing as you point out is the questions/info the player needs to know to make decisions. Thanks for the UI idea, we're going to look at all the available options, to see what works best, there are some challenges here with some of the methods.
One of the things I really like about the "Big Picture" idea is that not only does it display information but in how it shows you the information. When it comes to extremely large tactical combat maps where you cant see the big picture very well having a display screen for the strategic over look of everything is extremely helpful.
Im also wondering if you have any plans to make it so you can manually control and/or watch the other combats instead of having to focus on one sector in combats. I would rather have the computer jump me all around the galaxy (even more so if I had a strategic map I could look at when it does jump me) then to blindly allow the computer to do stuff in combat with out my ability to stop or even know about until the combat turn is over.
-
- Contributor
- Posts: 98
Re: Strategic Combat Control UI (cool idea?)
I like the games design choice of that all fights happen at the same time, and you can only focus the 'gaze of the emperor' upon one area at a time. I think it gives an interesting layer to the game (also prevents you from trying to micro all your fights, even if it means some are auto-resolved, it makes you choose which fight is important to you and when on the offensive just how much you will commit to war every turn).
That said, because of the fight you oversee is so important, it be nice if there was a way to have better information of what is happening to help you decide just where to bring your attention to. It will really give the feeling you are in charge, and you know what is happening and get quick info about it, but you can only direct one area at a time meticulously. Something like this will help to know what is happening, and make that decision better.
That said, because of the fight you oversee is so important, it be nice if there was a way to have better information of what is happening to help you decide just where to bring your attention to. It will really give the feeling you are in charge, and you know what is happening and get quick info about it, but you can only direct one area at a time meticulously. Something like this will help to know what is happening, and make that decision better.
- FrozenFallout
- Contributor
- Posts: 136
- Location: USA
- Contact:
Re: Strategic Combat Control UI (cool idea?)
I personally don't like the idea that if I have more then 1 important battle I can only know what is going on in one of them. Its not just that I cant control them its also that I have no clue what happened during or even after the fight. Also forcing players not to micromanage a battle that could be extremely important because you didn't even know that battle was happening (cloaked fleet apears on your door step while you engaged a sector you where attacking lets say) will just cause allot of players to get upset. I would rather have the screen jump around to all the initiatives in the galaxy then force me to only enact on one battle.Madbiologist wrote:I like the games design choice of that all fights happen at the same time, and you can only focus the 'gaze of the emperor' upon one area at a time. I think it gives an interesting layer to the game (also prevents you from trying to micro all your fights, even if it means some are auto-resolved, it makes you choose which fight is important to you and when on the offensive just how much you will commit to war every turn).
That said, because of the fight you oversee is so important, it be nice if there was a way to have better information of what is happening to help you decide just where to bring your attention to. It will really give the feeling you are in charge, and you know what is happening and get quick info about it, but you can only direct one area at a time meticulously. Something like this will help to know what is happening, and make that decision better.
If Tactical combat is a focus of a major part of the game forcing the player to only be able to do 1 tactical combat a turn, and not even know what is going on in the rest of the galactic battles, when its possible to have 10+ battles happening in that turn, is cutting one of the major features at its knees and may cause grief to players who didn't even realize a battle took place until after the turn is over IMHO. Having options to focus on one battle for those who don't like micromanagement of battles would be good though.
Re: Strategic Combat Control UI (cool idea?)
I think we all can agree that we need more information, that will help kick start a UI that might evolve into more functionality at a later date.
Here's something from history that most gamers can appreciate when it comes to balancing command and micromanaging forces ... Back in the summer of 1940 there was a battle over Britain ... Here's a link to one of my favorite games that I still have installed on my cpu today ...
http://www.matrixgames.com/products/353 ... of.Victory
Not only were you able to command the big picture but you could jump in the battle at any moment ... Sound familiar?
Here's something from history that most gamers can appreciate when it comes to balancing command and micromanaging forces ... Back in the summer of 1940 there was a battle over Britain ... Here's a link to one of my favorite games that I still have installed on my cpu today ...
http://www.matrixgames.com/products/353 ... of.Victory
Not only were you able to command the big picture but you could jump in the battle at any moment ... Sound familiar?
Don't let me wake up and catch you sleeping !!!
-
- Contributor
- Posts: 98
Re: Strategic Combat Control UI (cool idea?)
Well I did say that having information about all the battles and getting info of their status was important (especially with the current system, which is now lacking at the moment in this department). The system CellNav suggested would allow one just that. It will also help in making the choice of when to jump and where to between the different battles. The two mechanisms are not mutually exclusive. Honestly, they would work together quite nicely.