Shannon V. OKeets -> RE: MWIF Game Interface Design (4/14/2009 6:54:53 PM)
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ORIGINAL: gridley As I am starting to think about WiF with it's release quickly arriving. I was thinking of the different countries and what I used to like to do with them. Yesterday, I was thinking of the CW and how it was possible, even with all units visible, to surprise opponents. Maybe not with where I would land so much as how quickly a minor landing could be reinforced, etc... This was with a Board in front of us...all units clearly visible. With this computer game I see surprise probably being THE single biggest difference to the board game. With just having a monitor sized snippet of the overall map, much will be missed that would have been clearly visible before. So now to my question. How far out can we zoom the map and still have some sort of counter detail? Any screenies, I couldn't find any good examples? Thanks, Gridley Of course this all depends on your monitor(s) ... Zoom level 1 shows you the entire Mediterranean, though unit details are just a blur. Zoom level 2 lets you see the counters, assuming you go to moderate resolution, when the graphics are simplified and the numbers made larger. That doesn'y help much in the Pacific though. Another solution is to create a "composite map" composed of a 6 or more segments of the detailed maps. Each detailed map would focus on a single sea area, showing what units are therein. The weakness here is that the ports that touch on each sea area aren't visible, so it is mainly useful for protecting convoy pipelines or sizing up enemy fleeets that you might want to attack. The problems with looking at the maps (and this applies to playing WIF over the board too) are the large stacks of units in major ports. Therefore, the third solution provided in MWIF is the combination of the Naval Review Details & Naval Review Summary forms. The NRD lets you see all the individual naval units in a port/sea area, including cargo (actual and possible). The NRS shows summary statistics for 8 ports and 8 sea areas, with several filters available (e.g., Mine, Allied, Axis) and the ability to design a configuration of ports and sea areas that you want to keep track of. So, you could build a set of ports and sea areas reachable from Truk and 'save' that configuration for use later. Given 6 or so NRS configurations, the CW should be able to review all the "hot spots" on the global map. The NRD and NRS are designed to fit side by side on the smallest monitor. You bring up the NRS, choose a previously saved configuration of ports and sea areas, and then click on an individual port/sea area to have the NRD refreshed so you can see the actual units in the port/sea area. I have posted screen shots of all of this, but I do not know where they are.[&:] Most likely in the Player Interface thread, but I am not placing any bets on that.[:)]
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