RE: MWIF Game Interface Design (Full Version)

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Shannon V. OKeets -> RE: MWIF Game Interface Design (10/23/2007 11:02:27 AM)

Removing submarines from task forces gives me more room. Here is the raw form. The box at the top will contain summary statistics for the task force.

[Hah! the summary form is missing a total anti-air #].

The 5 columns are for:
carriers: cv, cvl, carrier escorts (includes carrier air units)
battleships (includes transported divisions)
cruisers: ca, cl, cx, asw escorts (includes transported divisons)
subs: to be eliminated
transports: TRS, AMPH, conovys, tankers (includes transported units)

Right now 10 units will be visible per column (scrollable) at zoom level 5.

I could:
1 - split one of the remaining 4 columns (e.g., ca from cl + cx + asw escorts)
2 - increase the size to zoom 6, though that would reduce the # of units per column to 8

Opinions?

[image]local://upfiles/16701/B73AD3198D254DED8EE433834F74CD36.jpg[/image]




Neilster -> RE: MWIF Game Interface Design (10/23/2007 11:09:34 AM)


quote:

ORIGINAL: Shannon V. OKeets


quote:

ORIGINAL: Neilster

Steve, are the unit shadows working in the images you've just posted?

Cheers, Neilster


Yes. I toned them back and standardized on a single size regardless of the number of units in the hex. This was to leave enough room for the status indicators - they are smack dab right up against each other now with no room for bigger sahdows.

It's just that they're quite thick, so perhaps it would be a good visual cue to reduce their thickness for only 1 or 2 units. Why was this ditched? Something to do with zoom levels? OK, so maybe we lose this differentiation at certain zoom levels. At least it's an aid at other times.

Cheers, Neilster




wosung -> RE: MWIF Game Interface Design (10/23/2007 11:13:13 AM)

Will it be possible to click the named "location" or "TF" to switch to the corresponding part of the main map?

Don't know how difficult it would be to write such a code, but I always find it very useful to have such lists linked to the main maps.

Regards




Shannon V. OKeets -> RE: MWIF Game Interface Design (10/23/2007 11:20:49 AM)


quote:

ORIGINAL: Froonp

I'd add that separating AMPH from TRS is very important, for assessing the enemies invasion capabilities. Remember that these ships may be empty in Section 4, drop down to section 3 and fill up with invasion troops and immediately invade, during a well timed combined action.

Knowing where the enemies AMPH are is very important in the game, it helps guessing his intentions. Knowing where yours are is also important, but normaly you should always know that by heart without external help.

I mentioned (somewhere) that I expect this form to perform a dual purpose:

Primary - Display task forces. These are groups of naval units that the player wants to have hang out together, binge drink together in port, and wage war together while at sea.

Secondary - Review all the naval units in a hex when there are more than the Flyout can handle (> 9).

I am still feeling my way as to what exactly the Secondary purpose will be.

Presently I am more concerned with getting the Primary right. I want to simplify moving naval forces in the game. Ideally, Task Forces will make it as easy as moving the land and air units. What I envision is large groups of naval units in a hex replaced by a single Task Force unit/counter. There might be multiple TFs in a port or sea area section box and there might be unattached units as well (e.g. submarines). The player will click on the TF unit and move it out to sea or back to port. That will be the same as having picked up 20 or 30 units - without having to select them individaully each time (twice per turn usually). If I get this right, the major powers with large naval forces (CW, USA, Japan) may be able to complete their naval moves each turn by only moving a half dozen counters or so. That's my goal. Of course there will be a lot of reworking which units are in which task force during play and the moving of stray naval units hither and yon, but that's ok. If I can drastically reduced the repeated movement of masses of ships, I'll be very happy.




Shannon V. OKeets -> RE: MWIF Game Interface Design (10/23/2007 11:23:44 AM)


quote:

ORIGINAL: Neilster


quote:

ORIGINAL: Shannon V. OKeets


quote:

ORIGINAL: Neilster

Steve, are the unit shadows working in the images you've just posted?

Cheers, Neilster


Yes. I toned them back and standardized on a single size regardless of the number of units in the hex. This was to leave enough room for the status indicators - they are smack dab right up against each other now with no room for bigger sahdows.

It's just that they're quite thick, so perhaps it would be a good visual cue to reduce their thickness for only 1 or 2 units. Why was this ditched? Something to do with zoom levels? OK, so maybe we lose this differentiation at certain zoom levels. At least it's an aid at other times.

Cheers, Neilster


Space was the driver. The units are "so big" and they have to fit in a hex. Between the units are status indicators (very important). More room for shadows can't be had without making the units or status indicators smaller or the hexes bigger.




Shannon V. OKeets -> RE: MWIF Game Interface Design (10/23/2007 11:24:51 AM)


quote:

ORIGINAL: wosung

Will it be possible to click the named "location" or "TF" to switch to the corresponding part of the main map?

Don't know how difficult it would be to write such a code, but I always find it very useful to have such lists linked to the main maps.

Regards

Yes. A good idea - thanks.




Froonp -> RE: MWIF Game Interface Design (10/23/2007 11:25:08 AM)

quote:

ORIGINAL: Shannon V. OKeets

Removing submarines from task forces gives me more room. Here is the raw form. The box at the top will contain summary statistics for the task force.

[Hah! the summary form is missing a total anti-air #].

The 5 columns are for:
carriers: cv, cvl, carrier escorts (includes carrier air units)
battleships (includes transported divisions)
cruisers: ca, cl, cx, asw escorts (includes transported divisons)
subs: to be eliminated
transports: TRS, AMPH, conovys, tankers (includes transported units)

Right now 10 units will be visible per column (scrollable) at zoom level 5.

I could:
1 - split one of the remaining 4 columns (e.g., ca from cl + cx + asw escorts)
2 - increase the size to zoom 6, though that would reduce the # of units per column to 8

Opinions?

Splitting the Cruisers column is a good idea IMO.
Maybe have the CA in one column and the rest in another column ? CA are real useful first line combat units most of the time, contrarily to CL, CX and ASW.

About increasing the size of the units, maybe let them as they are, we'll see if it is enough ?

I think that 10 units is good, it is a very big number. It will be rare when this will be exceeded.




Froonp -> RE: MWIF Game Interface Design (10/23/2007 11:26:30 AM)

quote:

ORIGINAL: Shannon V. OKeets
Space was the driver. The units are "so big" and they have to fit in a hex. Between the units are status indicators (very important). More room for shadows can't be had without making the units or status indicators smaller or the hexes bigger.

Or maybe accept to have some overlap.
If the status indicators are overlapping the above unit's shadow (by being drawn on top of it), I think that this is not a problem.




Shannon V. OKeets -> RE: MWIF Game Interface Design (10/23/2007 11:28:24 AM)


quote:

ORIGINAL: Froonp

quote:

ORIGINAL: Shannon V. OKeets

Removing submarines from task forces gives me more room. Here is the raw form. The box at the top will contain summary statistics for the task force.

[Hah! the summary form is missing a total anti-air #].

The 5 columns are for:
carriers: cv, cvl, carrier escorts (includes carrier air units)
battleships (includes transported divisions)
cruisers: ca, cl, cx, asw escorts (includes transported divisons)
subs: to be eliminated
transports: TRS, AMPH, conovys, tankers (includes transported units)

Right now 10 units will be visible per column (scrollable) at zoom level 5.

I could:
1 - split one of the remaining 4 columns (e.g., ca from cl + cx + asw escorts)
2 - increase the size to zoom 6, though that would reduce the # of units per column to 8

Opinions?

Splitting the Cruisers column is a good idea IMO.
Maybe have the CA in one column and the rest in another column ? CA are real useful first line combat units most of the time, contrarily to CL, CX and ASW.

About increasing the size of the units, maybe let them as they are, we'll see if it is enough ?

I think that 10 units is good, it is a very big number. It will be rare when this will be exceeded.

Well - just to play devil's advocate - if you are not using the optional rules for cl, cx, or asw escorts, that column will always be empty.

I think there will be plenty of times that there will be more than 10 cruisers in a TF. If we use the same form for reviewing units in a port, all the columns might have more than 10 units.




Shannon V. OKeets -> RE: MWIF Game Interface Design (10/23/2007 11:29:53 AM)


quote:

ORIGINAL: Froonp

quote:

ORIGINAL: Shannon V. OKeets
Space was the driver. The units are "so big" and they have to fit in a hex. Between the units are status indicators (very important). More room for shadows can't be had without making the units or status indicators smaller or the hexes bigger.

Or maybe accept to have some overlap.
If the status indicators are overlapping the above unit's shadow (by being drawn on top of it), I think that this is not a problem.

Units are not always drawn from top to bottom on the map.

Trust me on this - there isn't room for more shadows.




Froonp -> RE: MWIF Game Interface Design (10/23/2007 11:32:13 AM)

quote:

ORIGINAL: Shannon V. OKeets
Well - just to play devil's advocate - if you are not using the optional rules for cl, cx, or asw escorts, that column will always be empty.

I think there will be plenty of times that there will be more than 10 cruisers in a TF. If we use the same form for reviewing units in a port, all the columns might have more than 10 units.

This is right. Then, why not a double width "Cruisers" column ?
Anyway, the ships will be sorted out by class & name won't they ?




Arron69 -> RE: MWIF Game Interface Design (10/23/2007 1:57:27 PM)

We have never played with tankers, are they a seperate build type, and do they cost more?

Andi.




Arron69 -> RE: MWIF Game Interface Design (10/23/2007 2:00:30 PM)


quote:

ORIGINAL: Froonp


quote:

ORIGINAL: Shannon V. OKeets


Good thing too ! Reviewing the enemy's Task Force is crutial too to good play in the Pacific.
This said, Task Forces in ports are subject to change without notice, so this is touchy too.
Maybe you should only be show task forces that are at sea, and for the ships in ports, only show them port per port ? Don't know.



I think patrice is right here only show the TF on sea, not in ports.
Andi.




Neilster -> RE: MWIF Game Interface Design (10/23/2007 2:18:21 PM)


quote:

ORIGINAL: Shannon V. OKeets


quote:

ORIGINAL: Neilster


quote:

ORIGINAL: Shannon V. OKeets


quote:

ORIGINAL: Neilster

Steve, are the unit shadows working in the images you've just posted?

Cheers, Neilster


Yes. I toned them back and standardized on a single size regardless of the number of units in the hex. This was to leave enough room for the status indicators - they are smack dab right up against each other now with no room for bigger sahdows.

It's just that they're quite thick, so perhaps it would be a good visual cue to reduce their thickness for only 1 or 2 units. Why was this ditched? Something to do with zoom levels? OK, so maybe we lose this differentiation at certain zoom levels. At least it's an aid at other times.

Cheers, Neilster


Space was the driver. The units are "so big" and they have to fit in a hex. Between the units are status indicators (very important). More room for shadows can't be had without making the units or status indicators smaller or the hexes bigger.


I don't understand your answer. I didn't suggest making the shadows bigger. I suggested reducing their thickness for hexes with only 1 or 2 units (at the appropriate zoom levels).

Cheers, Neilster




haromar -> RE: MWIF Game Interface Design (10/23/2007 7:38:52 PM)

Also consider following points (ignore them if already discussed):

- While in port, a ship or Task Force could be OOS or stacked with another Major Power ships thus decreasing its movement. Indicate this so the player is not confused as to why you are substracting him 1 or 2 mp. For OOS he can remedy the problem within the impulse, the - 1 MP for other Major Power ships is there for the whole impulse.
- Ships are sometimes dropped off in sea zones from a task force. Allow for that.
- An "average" defense factor is imo pretty useless, better indicate the best defense factor of a single ship, usually a 2, 1 or 0.
- Air to Air has to be max air to air considering dual role of CVP, e.g. use all CVPs as fighter.
- Same for naval air, also max. e.g. use all CVPs as naval bombers (assumes they have a respective value).
- With shore bombardment display max value at -0. (assumes 4 box in fair). Display a second column value assuming all have -1. Maybe even a third value all with -2. Or use a button (-0, -1 or -2). Its up to the player to figure out in which modified shore bombardment box he will be when conducting his operation. You can't know that since the SB mod is affected by wheather, with one sea area possible bordering more than 1 wheather zone.
- Definetely differentiate between amph and trs.
- Definetely throw out subs, by the rules you cannot have them in the same task force anyways. Indicate the presence of a separate sub task force.
- Not sure about loaded cargo, the way I play it is that you "load" cargo in the port at will when leaving the port. So imo only "possible" cargo makes sense.
- Include mod search box due to CVP with 4 or 7 range.




Froonp -> RE: MWIF Game Interface Design (10/23/2007 7:44:22 PM)

quote:

ORIGINAL: Graf Zeppelin

We have never played with tankers, are they a seperate build type, and do they cost more?

Andi.

Here's the full rule about Tankers :
****************************
22.4.19 Convoys in Flames (CoiF option 76)
(...)
Tankers
Oil-carrying tankers are a special kind of convoy. They are treated as convoy points for all purposes unless otherwise indicated below.
Only tankers can transport oil resources overseas and only convoys may transport non-oil resources or build points overseas.
Each tanker costs 1 build point and takes 5 turns to build.
At the start of any friendly impulse, a player may freely convert any of their face-up convoy points in port into tanker points, or vice versa. When doing so, it takes 2 convoy points to convert into 1 tanker point, or 2 tanker points to convert into 1 convoy point.
If not playing with this option, tankers are just considered more convoy points.
****************************




Froonp -> RE: MWIF Game Interface Design (10/23/2007 7:45:34 PM)

quote:

ORIGINAL: haromar
- Not sure about loaded cargo, the way I play it is that you "load" cargo in the port at will when leaving the port. So imo only "possible" cargo makes sense.

Cargo can be loaded at other places than ports.

quote:

- Include mod search box due to CVP with 4 or 7 range.

Very good idea !




haromar -> RE: MWIF Game Interface Design (10/23/2007 7:49:31 PM)

Pertaining to the screenshot about Belgium, while that set up with the Belgian CAV in Liege to ZOC out the PZRs, Brussels empty, the 2 Infantry in Antwerpen and the Belgian Fighter in Belgian Congo is a standard WiF set-up, its probably not very historical. So for a more "historical" screenshot, you might want to put the Belgian Infantry in Brussels and include the Belgian Fighter. 




Froonp -> RE: MWIF Game Interface Design (10/23/2007 7:54:12 PM)

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.




composer99 -> RE: MWIF Game Interface Design (10/23/2007 8:10:51 PM)

quote:

ORIGINAL: Graf Zeppelin
quote:

ORIGINAL: Froonp
Good thing too ! Reviewing the enemy's Task Force is crutial too to good play in the Pacific.
This said, Task Forces in ports are subject to change without notice, so this is touchy too.
Maybe you should only be show task forces that are at sea, and for the ships in ports, only show them port per port ? Don't know.


I think patrice is right here only show the TF on sea, not in ports.
Andi.


I would myself prefer to have task forces in port as well. In WIF:FE I usually keep all the ships in a single port in a single task force (so the marker is on the map & the ships are on the Task Force chart).




Shannon V. OKeets -> RE: MWIF Game Interface Design (10/23/2007 8:31:55 PM)


quote:

ORIGINAL: Neilster


quote:

ORIGINAL: Shannon V. OKeets


quote:

ORIGINAL: Neilster


quote:

ORIGINAL: Shannon V. OKeets


quote:

ORIGINAL: Neilster

Steve, are the unit shadows working in the images you've just posted?

Cheers, Neilster


Yes. I toned them back and standardized on a single size regardless of the number of units in the hex. This was to leave enough room for the status indicators - they are smack dab right up against each other now with no room for bigger sahdows.

It's just that they're quite thick, so perhaps it would be a good visual cue to reduce their thickness for only 1 or 2 units. Why was this ditched? Something to do with zoom levels? OK, so maybe we lose this differentiation at certain zoom levels. At least it's an aid at other times.

Cheers, Neilster


Space was the driver. The units are "so big" and they have to fit in a hex. Between the units are status indicators (very important). More room for shadows can't be had without making the units or status indicators smaller or the hexes bigger.


I don't understand your answer. I didn't suggest making the shadows bigger. I suggested reducing their thickness for hexes with only 1 or 2 units (at the appropriate zoom levels).

Cheers, Neilster


Sorry, I completely missed the point you were making.[:(] I'll think about thinner - though they are pretty thin already as I recall.




Arron69 -> RE: MWIF Game Interface Design (10/23/2007 8:38:30 PM)

Cheers patrice.

Can you then target tankerconvoys seperate in seacombat, if you get surprise points or like vice?

Andi.

Edit:typos




Froonp -> RE: MWIF Game Interface Design (10/23/2007 8:41:55 PM)

quote:

ORIGINAL: Graf Zeppelin
Cheer patrice.

Can you then target tankerconvoys seperate in seacombat, if you get surprise points or like vice?

Andi,

Sure. Also in air to sea combat, you can target Tankers if you want. But Tankers are not always the better targets.




Froonp -> RE: MWIF Game Interface Design (10/23/2007 8:43:25 PM)

quote:

ORIGINAL: composer99
I would myself prefer to have task forces in port as well. In WIF:FE I usually keep all the ships in a single port in a single task force (so the marker is on the map & the ships are on the Task Force chart).

Yes, I do too, but I was talking about you seeing enemy ships. I think that when the enemy ships are in a port, you should maybe not see how they are grouped in Task Forces ? Well, this said, in the paper game you see the enemy task forces in ports too. Forget about that ! [:D]




Arron69 -> RE: MWIF Game Interface Design (10/23/2007 8:44:24 PM)

Strange since they where prime target in the war????

Andi.




Froonp -> RE: MWIF Game Interface Design (10/23/2007 8:48:09 PM)

quote:

ORIGINAL: Graf Zeppelin

Strange since they where prime target in the war????

Andi.

It depends on what your enemy is short of. In our current real WiF FE game, I'm the CW and I'm shorter on CP than in Tankers, so my enemy would be badly advised to spend surprise points to sink my tankers (hence sinking less than if he used his surprise to sink more CP).

This may not be the same with Japan, as Japan is ultra oil dependent, and Japan does not have a nearly infinite reserve of that in Canada.




Shannon V. OKeets -> RE: MWIF Game Interface Design (10/23/2007 9:14:27 PM)


quote:

ORIGINAL: haromar

Also consider following points (ignore them if already discussed):

- While in port, a ship or Task Force could be OOS or stacked with another Major Power ships thus decreasing its movement. Indicate this so the player is not confused as to why you are substracting him 1 or 2 mp. For OOS he can remedy the problem within the impulse, the - 1 MP for other Major Power ships is there for the whole impulse.
- Ships are sometimes dropped off in sea zones from a task force. Allow for that.
- An "average" defense factor is imo pretty useless, better indicate the best defense factor of a single ship, usually a 2, 1 or 0.
- Air to Air has to be max air to air considering dual role of CVP, e.g. use all CVPs as fighter.
- Same for naval air, also max. e.g. use all CVPs as naval bombers (assumes they have a respective value).
- With shore bombardment display max value at -0. (assumes 4 box in fair). Display a second column value assuming all have -1. Maybe even a third value all with -2. Or use a button (-0, -1 or -2). Its up to the player to figure out in which modified shore bombardment box he will be when conducting his operation. You can't know that since the SB mod is affected by wheather, with one sea area possible bordering more than 1 wheather zone.
- Definetely differentiate between amph and trs.
- Definetely throw out subs, by the rules you cannot have them in the same task force anyways. Indicate the presence of a separate sub task force.
- Not sure about loaded cargo, the way I play it is that you "load" cargo in the port at will when leaving the port. So imo only "possible" cargo makes sense.
- Include mod search box due to CVP with 4 or 7 range.

First let me thank you for these ideas. As you know already, there are a lot of rules involved with moving groups of naval units and I want the task force implementation to not mess things up. I am trusting that the readers of this forum, such as yourself, will keep critiquing my design until it is solid.

Opening caveat - my references to Task Forces (TF) will be the MWIF implementation, not to be confused with the more general term, or some other definition (explicit or implied).

1 - Task forces will be restricted to units controlled by a single major power. The only exception will be transported units. Note that this still enables the British to include Dutch units, since they are aligned. The reason for this restriction is that one and only one decision maker needs to be in charge of moving a task force (computer implementation is stricter than over the board play). If you want to create a super task force containing a mixture of US and CW naval units, you will have to create two task forces and "pick them up" at the same time for movement. This design issue is not set in stone, but I think it is a good one. Feel free to make a case for changing this. Oh, and since players are able to 'loan' units to each other freely, the US player could 'loan' several naval units to the British which would enable the British player to add them to a CW task force.

2 - The definition of a task force does not change just because it is stacked with other units, either at sea or in port. The player is free to change the definition of a task force at any time, since it is merely an administrative designation and has no effect on game play.

3 - A task force is represented by a single 'counter/unit' but it can travel with other units and/or task forces. During its travels it can mutate by dropping off units in sea areas it travels through. And obviously it can embark, pick up while at sea, and debark transported units - those actions would change the composition of the task force.

4 - How about a defense rating as an average followed by the rating for the best ship in parentheses? E.g., 4.7 (1).

5 - Air to air and and naval air will be maximums. Obviously setting one of them to the maximum is likely to change the other number significantly - but for the summary page this doesn't matter a whole lot.

6 - For shore bombardment I will show a single number taking into consideration the sea box section. If there is different weather in the coastal hexes that will change this number, I will show a range: 8-13. I hadn't thought about this until you mentioned it.

7 - Why do you feel it is so important to know that a task force has 1 TRS and 1 AMPH versus 2 TRS, instead of a simple '2'? If you want more details on a task force, you can always click on it to bring up the detailed screen showing the actual units in the task force. This is just a summary page. If you were talking about a game to another player over the phone would you need to make this distinction? Or would saying a TF has carrying capacity for 2 corps sized units sufficient?

8 - I am thinking about a simplified variation on a task force called a wolfpack for submarines. But I keep thinking that is excessive. Opinions? My time is limited, so take that into consideration.

9 - I am coming around to the opinion that this form will not be called the task force form when you are looking at enemy naval units. It will be the same form, but will show all the enemy units in a port or sea box section. Perhaps even merging all the sea box sections in one sea area into an aggregate. The idea is that you could use this summary page to see all the locations of enemy naval units: at sea or in port. Then you could scan through the list. This idea is less than 1 minute old, but I think it has promise. Perhaps some filtering ability so you can see all the ports that can reach a sea area? I do not want to get too elaborate here but some way to gain an overview of enemy fleets seems very valuable to me. Then clicking on a column would bring up the detailed screen of what is on the port/sea area. Opinions?

This design is evolving, and it is important to keep an open mind to new ideas (especially true for myself). Building on someone else's idea(s) is an excellent way to come up with something great, instead of merely adequate.




Shannon V. OKeets -> RE: MWIF Game Interface Design (10/23/2007 9:18:00 PM)


quote:

ORIGINAL: Graf Zeppelin


quote:

ORIGINAL: Froonp


quote:

ORIGINAL: Shannon V. OKeets


Good thing too ! Reviewing the enemy's Task Force is crutial too to good play in the Pacific.
This said, Task Forces in ports are subject to change without notice, so this is touchy too.
Maybe you should only be show task forces that are at sea, and for the ships in ports, only show them port per port ? Don't know.



I think patrice is right here only show the TF on sea, not in ports.
Andi.

I envision the summary page showing all defined task forces for a major power. Perhaps I could augment that with a single location column for a selected port or sea box section. If the columns are sorted (or filtered) right, you could see all the naval units in a port a several columns: one for each TF in the port, plus an extra column for those units not in a TF.




Shannon V. OKeets -> RE: MWIF Game Interface Design (10/23/2007 9:21:08 PM)


quote:

ORIGINAL: Froonp

quote:

ORIGINAL: haromar
- Not sure about loaded cargo, the way I play it is that you "load" cargo in the port at will when leaving the port. So imo only "possible" cargo makes sense.

Cargo can be loaded at other places than ports.

quote:

- Include mod search box due to CVP with 4 or 7 range.

Very good idea !

Sorry. I do not have a clear undestanding of what is being proposed here. A search number for the task force? Or a search number modification, that would be theoretical, and exist even when the TF is in port?




composer99 -> RE: MWIF Game Interface Design (10/23/2007 9:23:01 PM)


quote:

ORIGINAL: Shannon V. OKeets

7 - Why do you feel it is so important to know that a task force has 1 TRS and 1 AMPH versus 2 TRS, instead of a simple '2'? If you want more details on a task force, you can always click on it to bring up the detailed screen showing the actual units in the task force. This is just a summary page. If you were talking about a game to another player over the phone would you need to make this distinction? Or would saying a TF has carrying capacity for 2 corps sized units sufficient?

8 - I am thinking about a simplified variation on a task force called a wolfpack for submarines. But I keep thinking that is excessive. Opinions? My time is limited, so take that into consideration.

9 - I am coming around to the opinion that this form will not be called the task force form when you are looking at enemy naval units. It will be the same form, but will show all the enemy units in a port or sea box section. Perhaps even merging all the sea box sections in one sea area into an aggregate. The idea is that you could use this summary page to see all the locations of enemy naval units: at sea or in port. Then you could scan through the list. This idea is less than 1 minute old, but I think it has promise. Perhaps some filtering ability so you can see all the ports that can reach a sea area? I do not want to get too elaborate here but some way to gain an overview of enemy fleets seems very valuable to me. Then clicking on a column would bring up the detailed screen of what is on the port/sea area. Opinions?

This design is evolving, and it is important to keep an open mind to new ideas (especially true for myself). Building on someone else's idea(s) is an excellent way to come up with something great, instead of merely adequate.



7 - I was going to say something else, but now that I think about it, if this table is meant to apply to friendly task forces, it probably isn't important to make this distinction on the summary form itself.

8 - The submarine "task forces" can have their own entry on the same summary form as all the regular task forces. You might just want to add a two-value row that tells you whether the task force is a "Surface" or "Sub" force.

9 - This seems like a good idea to me.




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