borsook79 -> A few comments on UI and design (8/13/2008 10:51:46 AM)
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Not having played the game "in the olden days" I am obviously judging it from a perspective of a modern gamer. While the game is great there are a number of a very questionable design decisions, especially as far as the UI is concerned: -no mouse wheel functionality - it would be great to be able scroll lists, text and zoom-in and out with it. -only a few functions have a button (and I'd say not necessary the most used ones) the rest is accessed by the top menu. Not a bad thing in itself, but who came up with the idea that the menu should be hidden by default? It's extremely unfriendly for new users. It should be visible and then hidden by the "m" key not the other way around. -many options - unit bases, thermometers, etc etc are not remembered by the game and you have to switch them on each and every time you start the game... very tedious. -autosave in campaign games does not allow you to play two campaigns at once. Why?? -no real save in campaign games - maybe this is realistic, maybe reloading the same scenario 20 times is cheating, but why forcing this on players? Even if you consider normal saves "cheating" why do you care what people do playing in single player? -tutorial requiring simultaneous reading of the manual - why can't the text be placed in pop-ups at the start of each turn? -file encryption - cheating in MP should be prevented, but can't this be done via the game comparing the checksum of the files used by both players? This method works for 1000000 other games... And even if the idea does not appeal to you, why can't the game use encrypted files in MP and unencrypted set in SP? -undo is completely disabled when using FOW - why can't we undo moves that did not lift the FOW from a single hex?
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