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  #1  
Old December 1st, 2006, 01:08 AM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Whats so bad about the UI????

*A series of double clicks*

Whereas, in SE4, you needed only single clicks.
Load, there, this. Drop, there, that. Repeat Orders. 7 clicks/keys total, if it is in the same system.

Whoever gave Aaron the idea that everything needs an "OK" confirmation for SE5 did a lot of damage.
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Old December 1st, 2006, 02:42 AM

Devnullicus Devnullicus is offline
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Default Re: Whats so bad about the UI????

In all honesty, even as a long-time player of SEIV, I don't really have any major gripes with the SEV UI. This is not to say I don't have SOME gripes, but I don't consider them major.
  • One part of the UI that annoys me is the ship design. It really needs to be able to switch "decks" easier, especially while currently holding a component.
  • Another UI gripe I have is lists and moving items up and down in the lists. Every time I move an item up or down, it moves the display to the top of the list. This is one of my biggest gripes about the UI, actually.
  • Lists also need "move to top" and "move to bottom" buttons.
  • Finally, while I like the listings of colonies, fleets, etc and how you can pick and choose which columns to show, I hate that you can't widen the damn window to fit more columns in. The window is too damn narrow and I keep having to switch views in order to see enough information.

All of these are very specific gripes. Three of the four I suspect would take less than 2 hours total for Aaron to fix. But he currently has more important problems to solve, and I agree with his priorities, personally.

So, despite the above list of UI gripes, I don't really mind the SE V UI. It's certainly a lot more modern than the SE IV UI and I think with a few minor fixes (and one possibly semi-major one), it would be just fine.

My REAL gripe with SE V really doesn't have anything to do with the game, but with the lack of a modder's guide or at least clear documentation in the data files about what the fields do and what their possible values are. *shrug* Wrong thread for that one
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  #3  
Old December 1st, 2006, 05:00 AM

AstralWanderer AstralWanderer is offline
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Default Re: Whats so bad about the UI????

I'd add the following:
  • Sluggish mouse cursor (especially painful during ship design).
  • Hot-keys only exist for top level functions (none show for options within most dialogs) and SEV's "modeless" UI means you can't be sure which open window receives a keypress either (try naming a ship design using T during the tutorial for example).
  • Many windows (ship design, colony details, planet/colony lists) would benefit from enlargement with higher screen resolutions.
  • The right-click menu can have too many options and appear disorganised as a result - a radial menu could be one way around this.
  • Switching between selectable items in a hex (ship, planet, warp point) is cumbersome - including an icon for each item type in place of the "go back" arrow would improve this.
  • Presentation generally is wasteful of screen space - the headings (in gold) take up the same space as the data fields whether needed or not.
  • The order box at bottom right requires too much mouse travel to use and takes up more space than needed (since many options are unavailable most of the time). Having it instead only appear alongside a selected item with only the valid options would both minimise travel and free up screen space.
  • Replace the bars in the Weapons Report (the most useless graphical indicator I have ever come across) with line graphs for damage over distance and accuracy over distance.
  • Every component/facility/weapon detail window should include a button linking to previous generations, making it easier to review the benefits gained from research.
Ship design would benefit from special attention:
  • Remove the existing component menu (allowing for both ship statistics screens to be displayed instead) and instead have it appear as a floating menu alongside a selected A,I,O space (again minimising mouse travel).
  • Add hotkeys for component selection, e.g. E could bring up a listing of available engines with a letter for each item. Assuming there are 26 or fewer possible choices this should work well, but more than 26 could be accommodated with numeric prefixes, 1A..1Z then 2A..2Z, etc.
  • Use cursor keys to move around a ship level and changing decks (e.g. Ctrl-Up and Ctrl-Down to go up/down a deck).
  • Add a hotkey for jumping to the next available A, O or I section.
  • Add a "condensed" display along the bottom just showing the components added and their number (like that in SEIV) making it easier to review total component usage across all decks.
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