Shannon V. OKeets -> RE: Interface Design for US Entry (10/11/2005 7:54:15 PM)
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ORIGINAL: Mziln Since all common entry markers (USA entry markers, USA tension markers, and Neutrality pact markers) are only to be viewed by their owners. It would probably be best to display them like the owing players convoys. Using larger text or somthing to diferentiate between the convoys. Have them on your common border being affected and viewable only by their repective owners. quote:
Your common border with another major power consists of every hex you (or your aligned minor countries) control within 3 hexes and/or hex-dots of a hex controlled by the other major power (or its aligned minor countries). Hexes on the American, Asian or Pacific maps, and off-map hexes, still count as only 1 hex for this purpose. You raised some new issues about the interface that I would like hear more opinions about. First, using the common border is a good idea, but I still have questions. Let's start by deciding whether we are going to show each counter separately or some kind of a summary. To take an example in hand for discussion purposes, in one of the scenarios Germany starts with 7 offensive markers and the USSR has 4 defensive and 1 offensive markers. I could either make 7 German and 5 USSR markers or 1 German and 2 USSR markers. I could also reduce the USSR to a single marker that showed both offensive counts and defensive counts. When playing, a player will know how many markers the enemy has on the border. Does he also know whether they are offensive or defensive? The owning player too has only limited knowledge at times, doesn't he? There are also the USSR markers that serve as reserve build points. How much of their information is visible to the players? Assuming we know what we are going to show to whom and whether it will be details or summary, we need to decide on where to show it. The common border area is pretty well defined for the USSR but for the USA there are all those oceans in the way. How about for the USA entry markers we place them somewhere near the US. For instance, in the ocean near Hawaii seems like a good place for the Japanese tension and entry pools. They just kind of float there and whenever a player wants to look at them, he moves the detailed map view to that location. This is simpler than using a menu to select a separate viewing screen that later has to be closed to return to the detailed map. For the German/Italian pools, they could be in the Atlantic, somewhere near the east coast of the US. Again, floating in the ocean where they won't be in the way of anything (i.e., units and sea boxes). These ocean areas are big, so even a dozen markers will fit with little problem. After all, at most the markers will simply be a list of numbers with a count and sum (e.g., 0, 0, 1, 2, 2, 4, 5; 7 markers; sum = 14). And throw in a few text titles too. Small stuff. This approach might work for the Japanese/USSR border too, if I can find a large enough sea area to use. It probably won't matter that much if it is a little bit off shore. The German/USSR border is difficult though. There is no large sea area to move this information to. The Baltic is already going to be crowded with 10 sea boxes (5 for each side), so using a sea area is out. That leaves the land border which is likely to be crowded with units, especially when this information becomes most important - the impending outbreak of war between Germany and the USSR. I could find an open place for it right in the border areas but that would have to be redefined all the time as players reposition units. It also would be in the way when positioning units (e.g., trying to see the underlying terrain). Of course its visibility could be toggled off and on but that makes it different from the other marker displays, and I like a uniform design for things that are similar. How about just using Estonia for the display? It isn't on the border proper and usually is void of units. I could (reluctantly) make it possible to toggle it on and off, should the USSR player want to position units there. Anyway, I have raised a bunch of issues about the design for these suckers, what do you all think?
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