Adam Parker -> RE: Premature Strike Results (6/13/2007 3:32:46 AM)
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Not really MS. The way it is working is that the strike screen has 3 parts. The main top part of the screen is a big top down depiction of the TG's ships steaming along. The incomming squadrons fly over one at a time and drop their ordnance, cause damage explosions from hits and take damage themselves from flak, CAP. The bottom left of the screen shows a 2d side-on picture of the target ship of each wave with a colored damage bar that starts green for good health and spreads black for permanent damage and orange for fire. With full enemy damage FOW on it can go solid red. To the right of that, is a depiction of the attacking squadron with ordnance icons shaded or full color. Here the success of each ordnance's hit is shown (an ordance icon will be full color) and aircraft damage indicated in terms of hits/KIA. Now as it stands, as each squadron makes its run, the full results are shown in the 2 bottom areas of the screen straight off. Say the squadron makes a hit. The ship picture will show fire, the damage bar will change and there will be a full color indicator of the ordance that hit. With that known, the squadron then makes its appearance on the top-down screen and sure enough, you'll see a ship get hit once. It kinda spoils the anticipation of watching the 2d top down action unfold. So really there are at least three solutions: 1. Just show the 2d top down part of screen, no bottom fields (but it is kinda nice seeing the fire and damage bars grow). 2. Delay the appearance of the bottom fields until after the action on the top down screen is over. 3. Leave everything as is and give us more scenarios and random TG composition in existing scens!
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