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Re: SE5: GUI design discussion..
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Re: SE5: GUI design discussion..
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Absolutely. Further, a smaller window, so that if you click on a given advance / tech level, you get a list of the benefits. Possibly highlight all the lines leading form that advance's prerequisites, and the lines leading TO everything that advance is a prerequisite FOR. Alternately, you should look at Sid Meier's Alpha Centauri game; the Datalinks segment dealing with technology advances (and the resultant facilities and vehicle parts / abilities) might be a good source of inspiration for presentation of information, and depth of crosslinkage. On another issue -- I'd love to see Build, Research,and Covert-Ops queues all use the SAME mechanic. Return to the days of being able to build more than ONE thing at a given spaceyard at once ... at the cost of overall speed. However, I'd like to see slider bars used as well; perhaps instead of "divide evenly", assign SPECIFIC percentages of available effort/resources, to each item in the queu; for Covert operations, referring to the SE4 model, this would mean you could assign 1% to your Counter-intel, and 99% divided up among various offensive projects ... For spaceyards, you could have one yard building troops, mines, fighters, and starships. 5% for troops, 5% for mines, 25% for fighters, and 65% for starships (and if your ships' design costs little enough, you might still be pushing one out the doors every turn). Also, using the Research and Intel queues from SE4 as a basic model ... this owuld allow "Carry over" of available spaceyard capacity form project to project. So if you spaceyard takes 80% of it's capacity to build X que item, and you have that item set to repeat ... in four turns, you have built FIVE of them (rather than the currentmodel, where you build FOUR of them ... spending time IDLE each turn). I know this isn't all a GUI issue (the carryover), but the two are tied closely together, since it involves using a SINGLE interface for ALL Queues. 8) Thanks for taking the time to seek input from the community! |
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Cheers! |
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[ February 24, 2003, 00:30: Message edited by: Imperator Fyron ] |
Re: SE5: GUI design discussion..
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Do you ever give ship orders and construction orders at the same time ? Too separate the screens will free up space to make valuable information available. To push a button to toggle between screens is really not a whole lot of work. |
Re: SE5: GUI design discussion..
It would clutter because it would require extra interface and extra work to get the same information.
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If done correctly, It would be less work to get information. Not just a little, but a lot.
There would be space available to put all that information you now need to collect from 3-4 winduws an pull-down menues right in front of you. |
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The colonization option that you proposes makes 0 sense. How would it be different than the Movement one? |
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David: Sorry about “cluttering” up your thread. It won’t happen again. |
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