Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: MWIF Game Interface Design

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> World in Flames >> RE: MWIF Game Interface Design Page: <<   < prev  29 30 [31] 32 33   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: MWIF Game Interface Design - 10/24/2007 8:43:07 PM   
haromar

 

Posts: 19
Joined: 10/22/2007
Status: offline
Your MWIf definition of a task force is actually pretty similar to the TF markers in WiF that we place on the wiF board substituting a bunch of ships that we then place on the SiF board. At least some players do that.

I'm still not sure whether in the "Naval Review" summary you will show a 6 or 5 Max movement capability for the case described but I'm sure the Info in whatever form will be usefull. Certainly better than in WiF, where you have to do all the math by yourself

(in reply to Shannon V. OKeets)
Post #: 901
RE: MWIF Game Interface Design - 10/24/2007 8:49:52 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: haromar

Your MWIf definition of a task force is actually pretty similar to the TF markers in WiF that we place on the wiF board substituting a bunch of ships that we then place on the SiF board. At least some players do that.

I'm still not sure whether in the "Naval Review" summary you will show a 6 or 5 Max movement capability for the case described but I'm sure the Info in whatever form will be usefull. Certainly better than in WiF, where you have to do all the math by yourself

Right now I amplanning on showing the movement numbers that reflect moving the TF as an entity. So, minus 1 if units from two major powers are included.

This will never be perfect since the Rough Seas optional rule can make movement more costly for CLs in some sea areas. And "in the presence of the enemy" could make movement more costly depending on who in the task force is at war with whom. The player should know about those things though, if he has decided to play with those optional rules.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to haromar)
Post #: 902
RE: MWIF Game Interface Design - 10/24/2007 9:05:55 PM   
haromar

 

Posts: 19
Joined: 10/22/2007
Status: offline

quote:

ORIGINAL: Shannon V. OKeets


I disagree. It is not the purpose of the TF display to interpret all the ways the TF might be used. By your logic, showing the total bombardment strength should be eliminated too, since there may be other units in the sea box section adding in their bombardment factors. Same again for surface attack strength, anti-air defense, ...

Instead the TF summary statisitcs are for the TF, nothing more. when the TF is at sea, adjustments are make to the TF's numbers to reflect the effects of the TF's current sea box section. It is up to the player to do the recalculations when other units (friendly or enemy) are involved (e.g., versus twin engine fighters). As Patrice make passing reference to, my intent is to leave most of these calculations up to the player. My sardonic phrase for this is that this constitutes "playing the game".

To reiterate, the TF summary is just that - a summary of the TF all by its lonesome.



So discard all my comments for the "TF" display, but please consider them when the appropiate phase arrives. In case you've already discused all the displays in e.g. the Naval Combat phase, then disregard these comments as well.

Intuitivily I thought you were not only summarising ships grouped in Task Forces but also other ships in that sea box once out at sea.

From my experience that's actually the counting you mostly do when ships are out at sea.

It would be nice to allow for that, irregardless if the player has put his ships in "administrative" task Forces a priori.

These calculations of Air to Air or ASW or Surface to Surface etc takes up loads of time. Especially when the player has 4 or more surprise points, he will count all possible scenarios. If you have 2 boxes involved, it gets even uglier.

He will still "play the game", since he has to decide which combat type to choose, which boxes to include how to align his LBA etc etc.

But at least the counting would be simplified.

Again, if you've already covered summary displays during naval combat, ignore.

(in reply to Shannon V. OKeets)
Post #: 903
RE: MWIF Game Interface Design - 10/24/2007 10:27:25 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: haromar


quote:

ORIGINAL: Shannon V. OKeets


I disagree. It is not the purpose of the TF display to interpret all the ways the TF might be used. By your logic, showing the total bombardment strength should be eliminated too, since there may be other units in the sea box section adding in their bombardment factors. Same again for surface attack strength, anti-air defense, ...

Instead the TF summary statisitcs are for the TF, nothing more. when the TF is at sea, adjustments are make to the TF's numbers to reflect the effects of the TF's current sea box section. It is up to the player to do the recalculations when other units (friendly or enemy) are involved (e.g., versus twin engine fighters). As Patrice make passing reference to, my intent is to leave most of these calculations up to the player. My sardonic phrase for this is that this constitutes "playing the game".

To reiterate, the TF summary is just that - a summary of the TF all by its lonesome.



So discard all my comments for the "TF" display, but please consider them when the appropiate phase arrives. In case you've already discused all the displays in e.g. the Naval Combat phase, then disregard these comments as well.

Intuitivily I thought you were not only summarising ships grouped in Task Forces but also other ships in that sea box once out at sea.

From my experience that's actually the counting you mostly do when ships are out at sea.

It would be nice to allow for that, irregardless if the player has put his ships in "administrative" task Forces a priori.

These calculations of Air to Air or ASW or Surface to Surface etc takes up loads of time. Especially when the player has 4 or more surprise points, he will count all possible scenarios. If you have 2 boxes involved, it gets even uglier.

He will still "play the game", since he has to decide which combat type to choose, which boxes to include how to align his LBA etc etc.

But at least the counting would be simplified.

Again, if you've already covered summary displays during naval combat, ignore.


The Units Under Cursor box does most of this. It provides summary statisitcs for a sea area and you can filter by sea box section as well as separate totals for each side. Post # 795 in this thread shows a UUC panel. Though that screen shot is for land, is includes naval totals (NAtt, NBmb, etc.).

_____________________________

Steve

Perfection is an elusive goal.

(in reply to haromar)
Post #: 904
RE: MWIF Game Interface Design - 10/25/2007 11:09:48 AM   
haromar

 

Posts: 19
Joined: 10/22/2007
Status: offline

quote:

ORIGINAL: Shannon V. OKeets



Right now I amplanning on showing the movement numbers that reflect moving the TF as an entity. So, minus 1 if units from two major powers are included.




Since in a separate post you mention that the administrative TF will incluide units of one MP solely, I gather you mean the example of other MP units being not in the TF but in the port at that time.

Displaying -1 makes sense.

I agree about the optional issue. Thats why in the examples I cited I tried to focus on rules examples, which always apply. Displaying correct and perfect info for all the possible permutations for the 70+ optionals is imo not necessary.


(in reply to Shannon V. OKeets)
Post #: 905
RE: MWIF Game Interface Design - 10/25/2007 2:38:07 PM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
I had a few ideas / suggestions regarding Task Forces :

==> Why not having a pretty navy picture in the background ? Or better, the navy's symbol (if any) displayed somewhere in one corner ? Japanese's one is very pretty.

==> Also, to enhance the difference between a Task Force counter and a normal counter, why not having the country flag on the Task Force counter ?

==> The CV "column" should be 3 times the width of the other columns. That way, its carrier planes are displayed beside it (CV can carry 2 CVP). There would be the CV verticaly aligned, and the CVP besides them.

==> There could be a separate column for ships who have a cargo. Empty TRS & AMPH would still be in that column. That column would have 2 times the width of the normal columns, and the cargo would be displayed beside the ship who transport them, with ships aligned in the first array. For ships who have a 2nd cargo, the 2nd one would be displayed under the first, and a row would be empty in the cargo ships alignement. An SCS loaded with a unit would appear in that column too. Its factors would be dynamicaly changed to show its transporting status.

(in reply to haromar)
Post #: 906
RE: MWIF Game Interface Design - 10/25/2007 2:58:38 PM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
An illustration of what I propose. Forget about the colors & wrong countries & the duplications of counters, I had no time for US CVP.
British CVP cant be on US CV, this is only to show the concept.




Attachment (1)

(in reply to Froonp)
Post #: 907
RE: MWIF Game Interface Design - 10/25/2007 3:18:32 PM   
Mziln


Posts: 1107
Joined: 2/9/2004
From: Tulsa Oklahoma
Status: offline

quote:

ORIGINAL: Froonp

quote:

About the name, it would be cool to indicate somewhere a list of historical Task Force Names for each country for the player to pick from that. Forum members could gather that. You could propose these in drop down boxes in the form for creating Task Forces. Obviously, you should not remove the possibility for a player to type his own name.

I thought that it would be a piece of cake to find lists of historical Task Forces names, and it is not !!!

I've found the complete Japanese Fleets list, but nearly nothing more :
-------------------------
Historical Task Forces
-------------------------
Maritime Escort Fleet (1943/11/15 - 1945/08/25)
Combined Fleet (1894/07/18 - 1945/10/10)
1st Fleet (1903/12/28 - 1944/02/25)
2nd Fleet (1903/10/27 - 1945/04/20)
3rd Fleet (1903/12/28 - 1944/11/15)
4th Fleet (1937/10/20 - 1945/09/02)
5th Fleet (1938/02/01 - 1945/02/05)
6th Fleet (1940/11/15 - 1945/09/15)
7th Fleet (1945/04/15 - 1945/09/15)
8th Fleet (1942/07/14 - 1945/09/03)
9th Fleet (1943/11/15 - 1944/07/10)
China Area Fleet (1937/10/20 - 1945/09)
Northeastern Area Fleet (1943/08/05 - 1944/12/05)
Southeastern Area Fleet (1942/12/24 - 1945/09/06)
Southwestern Area Fleet (1942/04/10 - 1945/09)
Central Pacific Area Fleet (1944/03/04 - 1944/07/18)
10th Area Fleet (1945/02/05 - 1945/09)
Southern Expeditionary Fleet (1941/07/31 - 1942/01/03)
1st Southern Expeditionary Fleet (1942/01/03 - 1945/09)
2nd Southern Expeditionary Fleet (1942/03/10 - 1945/09)
3rd Southern Expeditionary Fleet (1942/01/03 - 1945/09)
4th Southern Expeditionary Fleet (1943/11/30 - 1945/03/10)
1st China Expeditionary Fleet (1939/11/15 - 1943/08/20)
2nd China Expeditionary Fleet (1939/11/15 - 1945/09)
3rd China Expeditionary Fleet (1939/11/15 - 1942/04/10)
1st Escort Fleet (1944/12/10 - 1945/08/25)
1st Task Fleet (1944/03/01 - 1944/11/15)
-------------------------

The Task Forces proposed in WiF FE for Japan are :
-------------------------
WiF FE Task Force Markers
-------------------------
Advance
Mobile
Strike
Combined
-------------------------


For the USA :
-------------------------
WiF FE Task Force Markers
-------------------------
Atlantic Fleet
Pacific Fleet
TF-11
TF-16
TF-17
TF-58
-------------------------

-------------------------
Historical Task Forces
-------------------------
Atlantic Fleet
Pacific Fleet
Asiatic Fleet

TF-11
TF-16
TF-17
TF-31
TF-34
TF-38
TF-58
TF-61
TF-80
TF-88
-------------------------
I'm sure some are missing.


For the CW :
-------------------------
WiF FE Task Force Markers
-------------------------
Force H
Mediterranean Fleet
ABDA
Force Z
Home Fleet
-------------------------

-------------------------
Historical Task Forces
-------------------------
Eastern Fleet (East Indies Fleet / Far East Fleet)
Force A
Force B
Force Z
Home Fleet
Mediterranean Fleet
Force H
Pacific Fleet
-------------------------


For Russia
-------------------------
WiF FE Task Force Markers
-------------------------
Advance
Strike
-------------------------

-------------------------
Historical Task Forces
-------------------------
Baltic Fleet
Black Sea Fleet
Soviet Red Banner Northern Fleet
Pacific Ocean Fleet
-------------------------


For Italy
-------------------------
WiF FE Task Force Markers
-------------------------
Primo
Secondo
Rapido
Forza
-------------------------
No historical names found.


For Germany
-------------------------
WiF FE Task Force Markers
-------------------------
AKT-Kräfte
Ost
Nord
-------------------------
No historical names found.


For France
-------------------------
WiF FE Task Force Markers
-------------------------
Première
Deuxième
Avancée
Méditeranée
-------------------------
No historical names found.


United States Task Force naming conventions

_____________________________


(in reply to Froonp)
Post #: 908
RE: MWIF Game Interface Design - 10/25/2007 5:39:19 PM   
Ballista


Posts: 183
Joined: 1/21/2005
Status: offline
I hope that the ability to name TF is up to the player (e.g. he can type his names in as needed- I tend toward more non-pretty names like "Escort for Central Med" or some such to remind me of what that TF is for) and the fixed names are for flavor only. IMHO having a fixed counter-set to name TF would not be a good thing....

I, like many others, are waiting with bated breath for this game.....

< Message edited by Ballista -- 10/25/2007 5:42:26 PM >

(in reply to Mziln)
Post #: 909
RE: MWIF Game Interface Design - 10/25/2007 5:57:53 PM   
wosung

 

Posts: 692
Joined: 7/18/2005
Status: offline
Another gimmick in the name of easy playing could be:

The option:

Return from an air strike to the same fields the aircraft were started from.

Even if the return phase is a good occasion to optimize the frontline a/c location, sometimes it's annoying to find just the one possible hex for the last returning a/c.

Regards

(in reply to Ballista)
Post #: 910
RE: MWIF Game Interface Design - 10/25/2007 6:43:01 PM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
quote:

ORIGINAL: wosung

Another gimmick in the name of easy playing could be:

The option:

Return from an air strike to the same fields the aircraft were started from.

Maybe this could be an option that you tick "on" in the unit menu for each air unit ? That way, you could tick it "on" or "off" at will before sending the air unit to an air mission.

(in reply to wosung)
Post #: 911
RE: MWIF Game Interface Design - 10/25/2007 6:44:28 PM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
quote:

ORIGINAL: Ballista
I hope that the ability to name TF is up to the player (e.g. he can type his names in as needed- I tend toward more non-pretty names like "Escort for Central Med" or some such to remind me of what that TF is for) and the fixed names are for flavor only. IMHO having a fixed counter-set to name TF would not be a good thing....

I hope too.
My proposal is just to add WWII flavor in the TF names, but I would not advise to prevent the players to create their own names.

(in reply to Ballista)
Post #: 912
RE: MWIF Game Interface Design - 10/25/2007 6:45:05 PM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
quote:

ORIGINAL: Mziln
United States Task Force naming conventions

Would you find the same for WWII ?

(in reply to Mziln)
Post #: 913
RE: MWIF Game Interface Design - 10/25/2007 8:49:45 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: Froonp

An illustration of what I propose. Forget about the colors & wrong countries & the duplications of counters, I had no time for US CVP.
British CVP cant be on US CV, this is only to show the concept.




I want to use Z5 so the names are legible. You are showing Z4 here.

I want to be able to dsiplay two of these forms side by side within a 1024 by 768 screen resolution, which makes the maximum width 512. This will permit the easy transfer of units between a port and a TF, for instance. That is the purpose of the Transfer Units button. The player will select units and click on Transfer Units to place them in the other location. For instance, from the setup tray or port to a TF.

The battleships and cruisers can also transport units (divisions), so those columns would have to be wider too.

I need to provide room for vertical scroll bars for each column (preferably a separate one for each column).

So, instead of what you are proposing I intend to place the transported units directly below the transporting units.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Froonp)
Post #: 914
RE: MWIF Game Interface Design - 10/25/2007 8:51:23 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: Ballista

I hope that the ability to name TF is up to the player (e.g. he can type his names in as needed- I tend toward more non-pretty names like "Escort for Central Med" or some such to remind me of what that TF is for) and the fixed names are for flavor only. IMHO having a fixed counter-set to name TF would not be a good thing....

I, like many others, are waiting with bated breath for this game.....

Yes.

(If you want to see serious impatience for the release of MWIF, you should meet my wife).

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Ballista)
Post #: 915
RE: MWIF Game Interface Design - 10/25/2007 8:54:51 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: Froonp

quote:

ORIGINAL: wosung

Another gimmick in the name of easy playing could be:

The option:

Return from an air strike to the same fields the aircraft were started from.

Maybe this could be an option that you tick "on" in the unit menu for each air unit ? That way, you could tick it "on" or "off" at will before sending the air unit to an air mission.

No. Far too many exceptions.

Better to solve the problem: "annoying to find the one possible hex permissible". That can be corrected with the more general solution of "find all legal moves". I expect to do the latter in some way, shape, or form.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Froonp)
Post #: 916
RE: MWIF Game Interface Design - 10/25/2007 9:09:21 PM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
quote:

ORIGINAL: Shannon V. OKeets
I want to be able to dsiplay two of these forms side by side within a 1024 by 768 screen resolution, which makes the maximum width 512. This will permit the easy transfer of units between a port and a TF, for instance. That is the purpose of the Transfer Units button. The player will select units and click on Transfer Units to place them in the other location. For instance, from the setup tray or port to a TF.

Doesn't my proposal fit in a 512 wide form ?

quote:

The battleships and cruisers can also transport units (divisions), so those columns would have to be wider too.

I proposed that SCS tranporting units be placed in the cargo ships section.

quote:

I need to provide room for vertical scroll bars for each column (preferably a separate one for each column).

So, instead of what you are proposing I intend to place the transported units directly below the transporting units.

Yes, but it makes the CVP carrier overview less easy.
Setting them up as I propose allows for easily scan the rows of CVP for a quick and accurate assessing of forces.

(in reply to Shannon V. OKeets)
Post #: 917
RE: MWIF Game Interface Design - 10/25/2007 9:57:59 PM   
composer99


Posts: 2923
Joined: 6/6/2005
From: Ottawa, Canada
Status: offline
quote:

ORIGINAL: Froonp

An illustration of what I propose. [...]


The blatant rules violations aside () this looks pretty nice!

Edit: To see what looks nice, check Patrice's post #907 or Steve's post #914.

< Message edited by composer99 -- 10/25/2007 10:00:17 PM >


_____________________________

~ Composer99

(in reply to Froonp)
Post #: 918
RE: MWIF Game Interface Design - 10/25/2007 11:16:04 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline
quote:

ORIGINAL: Froonp

quote:

ORIGINAL: Shannon V. OKeets
I want to be able to dsiplay two of these forms side by side within a 1024 by 768 screen resolution, which makes the maximum width 512. This will permit the easy transfer of units between a port and a TF, for instance. That is the purpose of the Transfer Units button. The player will select units and click on Transfer Units to place them in the other location. For instance, from the setup tray or port to a TF.

Doesn't my proposal fit in a 512 wide form ?

quote:

The battleships and cruisers can also transport units (divisions), so those columns would have to be wider too.

I proposed that SCS tranporting units be placed in the cargo ships section.

quote:

I need to provide room for vertical scroll bars for each column (preferably a separate one for each column).

So, instead of what you are proposing I intend to place the transported units directly below the transporting units.

Yes, but it makes the CVP carrier overview less easy.
Setting them up as I propose allows for easily scan the rows of CVP for a quick and accurate assessing of forces.

Here is a more refined picture (done with cut and paste) of your proposal.

I think there is enough room, but it will be very tight. There is only 14 pixels available for the form frame width, which is probably not enough.

This will also require special programming because the standard CWIF list of units fills from the top to the bottom before starting the next column.

As you can see from my example, the 3rd column within the carrier column will almost always be empty.




Attachment (1)

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Froonp)
Post #: 919
RE: MWIF Game Interface Design - 10/25/2007 11:40:06 PM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
quote:

ORIGINAL: Shannon V. OKeets
Here is a more refined picture (done with cut and paste) of your proposal.

Thank you for trying.

quote:

I think there is enough room, but it will be very tight. There is only 14 pixels available for the form frame width, which is probably not enough.

This will also require special programming because the standard CWIF list of units fills from the top to the bottom before starting the next column.

As you can see from my example, the 3rd column within the carrier column will almost always be empty.

No, I think that you're wrong. I'm in a game right now, and the CW, Japanese and US Carriers are nearly all double stacked. About 70% are.

(in reply to Shannon V. OKeets)
Post #: 920
RE: MWIF Game Interface Design - 10/25/2007 11:45:58 PM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
Also, the SCS carrying troops should have its shore bombardment value set to zero (Option 25).

RAW :
************************************
AsA/MiF option 25: (SCS transport) You can transport 1 non-motorised infantry class division on each SCS. The division can embark on, and debark and invade from the SCS, as if it were a TRS. An SCS cannot shore bombard while transporting a unit.
************************************

(in reply to Froonp)
Post #: 921
RE: MWIF Game Interface Design - 10/27/2007 10:12:17 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline
I have one last item on my task list for additonal player interface features: hex and unit lists.

The concept here is that at times during a game, a player will want to generate a list of hexes or units. By clicking on a hex/unit, the detailed map will immediately be positioned on that hex/unit.

For now, I see these being most useful during air missions for finding which air units can fly and where the (possible) target hexes are.

I am thinking of using a simplified version of the setup tray. There will be 3 main components: a list of hexes to the left, and two rows of units. I'll need to add at least one small button to switch between friendly and enemy unit lists.

The crude mock-up below could be for strategic bombing, with the target list being city/port names, the top row of units strategic bombers, and the bottom row of units possible escorts. The text list shown here is garbage. It would instead have something like: Berlin FO, London FB. F for factory in hex, O for saved oil points (or oil resource) and B for build points. I don't want anything too elaborate here, but showing which have F/O/B seems reasonable and won't take up too much room.

I will shrink this form as much as possible and have some default width if there are a lot of units to show. All 3 main components can potentially scroll. An important aspect of this design is that when you click on a hex name, the unit lists will update to show just those units that can reach that hex. The first 'hex' on the list will be 'All', and clicking on All means all units that can fly in the phase/subphase will be shown. I might make that a button instead.

When only one unit list is shown, the form will be half its height. I do not intend to ever have more than 2 rows of units displayed.

At times no list of target hexes will be shown. For example, during ground strikes the list of possible targets would be enormous and therefore meaningless. Instead that component will simply disappear for the display and the player will see two rows of units: bombers and fighter escrots.

The next post continues this topic.




Attachment (1)

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Froonp)
Post #: 922
RE: MWIF Game Interface Design - 10/27/2007 10:14:55 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline
So here are the possible places in teh sequence of play where the hex and unit lists would be shown. I guess I could make these optional, but I really think they would be used by everyone all the time.

The matrix should be fairly easy to understand.

There is no code written for this yet, so now is the best time for comments, opinions, and suggestions.




Attachment (1)

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Shannon V. OKeets)
Post #: 923
RE: MWIF Game Interface Design - 10/28/2007 1:19:26 AM   
lomyrin


Posts: 3741
Joined: 12/21/2005
From: San Diego
Status: offline
CWiF does show which planes can fly a given mission by a light green strip on top of the unit. This does not use or require any window on top of the map.

At least for now I do not see the need for the tables above. Just perusing the maps and the situation and location of forces and possible targets seems more desirable to me.

Lars

(in reply to Shannon V. OKeets)
Post #: 924
RE: MWIF Game Interface Design - 10/28/2007 2:57:40 AM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
quote:

ORIGINAL: Shannon V. OKeets

I have one last item on my task list for additonal player interface features: hex and unit lists.

Nice feature !
I love that !

(in reply to Shannon V. OKeets)
Post #: 925
RE: MWIF Game Interface Design - 10/28/2007 2:58:58 AM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
quote:

ORIGINAL: lomyrin

CWiF does show which planes can fly a given mission by a light green strip on top of the unit. This does not use or require any window on top of the map.

At least for now I do not see the need for the tables above. Just perusing the maps and the situation and location of forces and possible targets seems more desirable to me.

Lars


I don't think that this is threatened to disappear. I suppose that what Steve proposed is in addition of that.

(in reply to lomyrin)
Post #: 926
RE: MWIF Game Interface Design - 10/28/2007 4:52:05 AM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: lomyrin

CWiF does show which planes can fly a given mission by a light green strip on top of the unit. This does not use or require any window on top of the map.

At least for now I do not see the need for the tables above. Just perusing the maps and the situation and location of forces and possible targets seems more desirable to me.

Lars


The green bar segment above units in CWIF is replaced by the status indicators (color circles) in MWIF. All the indicators that CWIF had, MWIF has, with a few new ones added. So (as Patrice said) that visual clue isn't going away.

Forum members had expressed concern about not being able to find things, or perhaps forgetting about them. One new capability with the hex lists et al will be the ability to identify threatened hexes prior to the enemy flying units to them - particularly for CAP. But this would also be useful for identifying which enemy fighters can intercept, when deciding about escorts.

The stuff about Airbases for return to base I expect to only do if there are less than 6 viable hexes for RTB. If you have more than that to choose from, listing them all would be a distraction, not helpful. But one forum member just this week wanted to be able to easily find the one valid RTB hex when there is only one.

I also think that as the range of air units increases late in the war, and for strategic bombers just about always, knowing what targets are in range would be helpful.

Believe me, I am not looking for extra work. However, this feature seems very useful to me, especially for players who have never played WIF before.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to lomyrin)
Post #: 927
RE: MWIF Game Interface Design - 10/28/2007 9:39:12 AM   
Arron69


Posts: 115
Joined: 10/24/2006
Status: offline

quote:

ORIGINAL: Shannon V. OKeets


I also think that as the range of air units increases late in the war, and for strategic bombers just about always, knowing what targets are in range would be helpful.



This would be nice and helpfull.

Andi.

_____________________________

The winner of a battle may not be the one who wins the War.

(in reply to Shannon V. OKeets)
Post #: 928
RE: MWIF Game Interface Design - 10/28/2007 11:54:19 AM   
wosung

 

Posts: 692
Joined: 7/18/2005
Status: offline
I also like this features, making game management easier.

Regards

(in reply to Arron69)
Post #: 929
RE: MWIF Game Interface Design - 10/28/2007 5:45:26 PM   
Ballista


Posts: 183
Joined: 1/21/2005
Status: offline
Anything that helps manage the counter-crush (which occurrs late game) would be greatly appreciated. By mid-43 the strat bombing campaign is usually in full swing, with lots of planes/escorts etc (if it is not, the Allies better be on the ground attacking Germany/Italy hard or the Soviets will be very hard pressed).

(in reply to wosung)
Post #: 930
Page:   <<   < prev  29 30 [31] 32 33   next >   >>
All Forums >> [New Releases from Matrix Games] >> World in Flames >> RE: MWIF Game Interface Design Page: <<   < prev  29 30 [31] 32 33   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.734