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Vectors (again, I know... I know...) map overlay over sighted TFs...

 
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Vectors (again, I know... I know...) map overlay over s... - 6/10/2004 10:12:35 AM   
Apollo11


Posts: 24082
Joined: 6/7/2001
From: Zagreb, Croatia
Status: offline
Hi all,

I was the one of the UV folk who advocated the addition of additional info for sighted TFs (i.e. ship course and speed).

Therefore no one was happier than me when this was introduced in WitP !!!

Thank you Matrix/2By3 !!!


Nonetheless I have one additional great idea...


Leo's suggestion for additional map overlay for vectors of sighted TFs

There are already several map overlay options in UV (and I presume in WitP) as well.

F3 - Toggle plane range ON/OFF
F4 - Toggle TF move radius ON/OFF

etc.


What about new one that would draw vector (line with arrow) over every enemy spotted TF.


That vector would have the following attributes:

#1
The vector's thickness would depend on how many enemy ships were sighted in certain TF.

#2
The vector's length would depend on speed the enemy ships that were sighted in certain TF.

#3
The vector's orientation would depend on course the enemy ships that were sighted in certain TF.


Using this the player would be able to very easily grasp picture of enemy movement (of TFs that were sighted) and this would help tremendously in situation awareness!


What do you think gentleman?


Matrix/2By3 do you think this would be possible to add in post release patching process?


Thanks in advance!


Leo "Apollo11"
Post #: 1
RE: Vectors (again, I know... I know...) map overlay ov... - 7/10/2004 10:10:10 AM   
Apollo11


Posts: 24082
Joined: 6/7/2001
From: Zagreb, Croatia
Status: offline
Hi all,

Since picture(s) tell more than 1000 words I decided to show what I had in mind with my idea (see 1st message above)...


Here is what Allied player would see in current WitP when he discovers enemy TFs (the TFs are plotted on map but you don't see additional
info until you examine the TF with mouse and check the Intel report generated in execution phase):




And now here is what Allied player would see in WitP when he discovers enemy TFs and if he presses key combination to enable map
overlay for sighted enemy TFs (i.e. if my idea would be implemented):

NOTE: New info is presented with yellow vectors.




IMHO, it is clear that this gives 100x more information at glance!



Matrix/2By3: Is there a chance that you can implement this?

Thanks in advance!



Leo "Apollo11"

P.S. [Edit]
Since I still do not have WitP <SIGH> (because DigitalRiver doesn't allow me to buy it due to some stupid mistake on their behalf)
I used already available WitP screenshot (from some AAR) and played a bit in PhotoShop and Paint...

< Message edited by Apollo11 -- 7/10/2004 11:37:56 AM >

(in reply to Apollo11)
Post #: 2
RE: Vectors (again, I know... I know...) map overlay ov... - 7/10/2004 2:40:05 PM   
The Gnome


Posts: 1233
Joined: 5/17/2002
From: Philadelphia, PA
Status: offline
oooo niiice idea :) I'm all for ui enhancements and this is a good one! You might want to post a link to this in the wish list thread so it doesnt get lost to time.

(in reply to Apollo11)
Post #: 3
RE: Vectors (again, I know... I know...) map overlay ov... - 7/10/2004 3:16:07 PM   
daft

 

Posts: 406
Joined: 5/18/2002
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I really like this idea too. Not only would a system like that yield a lot mor information at a glance, it would also greatly increase the immersion factor.

_____________________________


(in reply to The Gnome)
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RE: Vectors (again, I know... I know...) map overlay ov... - 7/10/2004 4:29:03 PM   
Cap Mandrake


Posts: 23184
Joined: 11/15/2002
From: Southern California
Status: offline
Excellent idea..most excellent. I would add these other details.

1) Mouse over text pop-up with observed TF speed and direction, alleged composition

2) Allow player to click on TF and enter a few characters of text for ID purposes

3) Allow a toggleable estimated movement radius based on the observed speed.

_____________________________


(in reply to daft)
Post #: 5
RE: Vectors (again, I know... I know...) map overlay ov... - 7/10/2004 4:50:37 PM   
Capitaine

 

Posts: 1043
Joined: 1/15/2002
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All great ideas! I think those vectors would add a HUGE amount of meaning (and be realistic, too) to all the little TF icons dotting the map.

_____________________________


(in reply to Cap Mandrake)
Post #: 6
RE: Vectors (again, I know... I know...) map overlay ov... - 7/10/2004 7:14:28 PM   
Jim D Burns


Posts: 4013
Joined: 2/25/2002
From: Salida, CA.
Status: offline
While this looks great with limited TF's spread over a large body of water, imagine what this will look like in 44-45 with 20-50 US TF's in say the restricted waters around the PI. Would we even be able to discern which TF's belonged to which report?

I'm not trying to be a killjoy here; I'm simply trying to picture how this feature would function throughout the game. Perhaps leave the arrows out and allow each TF's report to stack one above the other would help reduce clutter later in the game. Or make the arrows a separate function key that can be turned off in situations where too many would clog the screen and make the reports unreadable.

Jim

_____________________________


(in reply to Apollo11)
Post #: 7
RE: Vectors (again, I know... I know...) map overlay ov... - 7/10/2004 7:26:26 PM   
Apollo11


Posts: 24082
Joined: 6/7/2001
From: Zagreb, Croatia
Status: offline
Hi all,

quote:

ORIGINAL: Jim D Burns

While this looks great with limited TF's spread over a large body of water, imagine what this will look like in 44-45 with 20-50 US TF's in say the restricted waters around the PI. Would we even be able to discern which TF's belonged to which report?

I'm not trying to be a killjoy here; I'm simply trying to picture how this feature would function throughout the game. Perhaps leave the arrows out and allow each TF's report to stack one above the other would help reduce clutter later in the game. Or make the arrows a separate function key that can be turned off in situations where too many would clog the screen and make the reports unreadable.

Jim


Valid objections but map overlay options are ON/OFF thing that you toggle with keyboard combination...

You do it for "Coastal HEXes" or "HEX Grid" (as example).

The same thing would be with these new vectors - you should be able to simply turn them ON/OFF with some keyboard combination!


Leo "Apollo11"

(in reply to Jim D Burns)
Post #: 8
RE: Vectors (again, I know... I know...) map overlay ov... - 7/10/2004 10:04:45 PM   
Point Luck

 

Posts: 318
Joined: 4/27/2002
From: East Coast-US
Status: offline
I can think of a lot of variants to toggles for the map as well as well as some additional Intel screens, some of the above are great ideas.

But I really think that the one change that would help the most is a toggle to turn on/off grid coordinates. With that option I think moving around and/or locating TF’s and Bases would go a lot easier and faster.

I use the various screens and filters, but when the description says TF or base located at XX/XX doesn’t help a lot when I then have to go search around the map and try to zero in on that specific XX/XX location

In addition when I’m plotting a TF course and the game switches to the select location screen, the grid coordinates don’t appear until after you selected the location.

If this idea is too much of an effort, then can an I get a download of the entire map at a scale that can be read in a BMP or JPEG format. I can plot my own intelligence and other pertinent info.


PLEASE

(in reply to Apollo11)
Post #: 9
RE: Vectors (again, I know... I know...) map overlay ov... - 7/11/2004 10:02:36 AM   
Apollo11


Posts: 24082
Joined: 6/7/2001
From: Zagreb, Croatia
Status: offline
Hi all,

quote:

ORIGINAL: Cap Mandrake

Excellent idea..most excellent. I would add these other details.

1) Mouse over text pop-up with observed TF speed and direction, alleged composition


I like this - very helpful (instead of wandering through textual file with long list of sightings)!


quote:


2) Allow player to click on TF and enter a few characters of text for ID purposes


This would also be very nice but I am afraid that this we can't se because we can't even name our own TFs (and we are stuck with TFxxx naming where x are numbers)!

I sincerely hope Mike Wood would return to this (he said that once he tried to implement TF naming but had to leave it)...


quote:


3) Allow a toggleable estimated movement radius based on the observed speed.


This is great idea!!!


Leo "Apollo11"

(in reply to Cap Mandrake)
Post #: 10
RE: Vectors (again, I know... I know...) map overlay ov... - 7/11/2004 4:54:41 PM   
Castelnau


Posts: 22
Joined: 7/2/2004
Status: offline
Hello,

Just my $.02 I think this is a great idea as well. I believe that in Witp being able to see a visual representation of vectors is a great idea. The only problem I can see is multiple task forces stacked in one hex. For that situation maybe a pop up box when you mouse over? I also think the estimated radius (at cruise?) speed is a great idea!

_____________________________

"Retreat? Hell, we just got here"
-Captain Lloyd Williams

(in reply to Apollo11)
Post #: 11
RE: Vectors (again, I know... I know...) map overlay ov... - 7/11/2004 5:05:19 PM   
Cap Mandrake


Posts: 23184
Joined: 11/15/2002
From: Southern California
Status: offline
2) Allow player to click on TF and enter a few characters of text for ID purposes


quote:

This would also be very nice but I am afraid that this we can't se because we can't even name our own TFs (and we are stuck with TFxxx naming where x are numbers)!

I sincerely hope Mike Wood would return to this (he said that once he tried to implement TF naming but had to leave it)...


That may be true...but this would only be a "dummy" used only for that one player turn. While viewing enemy TF sightings...the player could add planning clues like..."Malaya invasion TF?"...or "2 CV TF"...etc etc

_____________________________


(in reply to Apollo11)
Post #: 12
RE: Vectors (again, I know... I know...) map overlay ov... - 7/11/2004 7:23:15 PM   
Apollo11


Posts: 24082
Joined: 6/7/2001
From: Zagreb, Croatia
Status: offline
Hi all,

quote:

ORIGINAL: Cap Mandrake

2) Allow player to click on TF and enter a few characters of text for ID purposes


quote:

This would also be very nice but I am afraid that this we can't se because we can't even name our own TFs (and we are stuck with TFxxx naming where x are numbers)!

I sincerely hope Mike Wood would return to this (he said that once he tried to implement TF naming but had to leave it)...


That may be true...but this would only be a "dummy" used only for that one player turn. While viewing enemy TF sightings...the player could add planning clues like..."Malaya invasion TF?"...or "2 CV TF"...etc etc


I see it now... this would help you to devise plans for your own operations (and response) in complex situations... _NICE_ idea!


Leo "Apollo11"

(in reply to Cap Mandrake)
Post #: 13
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