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Minimap, Highlight movement/attack info on map, Results fram

 
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Dakravel
Simple


Joined: 07 Jul 2005
Posts: 46

PostPosted: Mon Jul 11, 2005 1:09 am    Post subject: Minimap, Highlight movement/attack info on map, Results fram Reply with quote

You should have a small minimap which can either be extremely basic or actually show some useful information.
At its most basic, it would simply show all non-seen squares as black, currently seen squares as the sand color, and once-seen-but-now-not-seen squares as gray or something. This is just for being able to see where you've gone and where you haven't gone and fits in with my previous idea about having a fog of war for squares you've seen.
If you wanted, you could put more information in, such as whether there is ore, bandits, or another player. This could be done with a funny, combinational color scheme, or simply giving certain items more importance than others. For example, enemy players have highest priority so if there are bandits and an enemy player in a 10x10 square, that square shows up as red on the minimap. If there are bandits and an ore deposit on a 10x10 square, bandits have higher priority and the square will show up orange instead of yellow.



This idea is just for convenience. When you click on one of your own units and click "select waypoint", there could be a lightly colored overlay on the main screen showing the farthest the unit can move in red, and it's controlled movement in green.

In a similar vein, maybe when you click on a unit and click "target unit" or "attack" it'll highlight anywhere you can possibly attack in red. It'll highlight areas where you can attack without penalty in green.
For example, if a unit had only a deathlance, it would highlight a 4 square radius around it in green, and past that up to 8 squares it will be red. If it also had a missile launcher with range of 4, the entire 8 square radius area would be green.
You could also do this by clicking on enemy units, but this will take into account only what you can see about the enemy unit and not its mods or whether its weapons have been destroyed.

To take this idea further, on the "attack" submenu, when you click on a weapon, it could show the same sort of display with that weapon. This just makes it easier to analyze what is going on on the battlefield at a glance.



Currently the "Results" frame doesn't do much of anything. It shows useful information once in a while, but it only shows one line at any given time, which means that once you end turn, you can't review the information it gives you. If it actually held the info and you could scroll through it, that would make it infinitely more useful.
It might also help to incorporate portions of or all of the events screen into the results screen. Maybe the player could choose what kinds of events he would want in the events screen, maybe choosing from a combination of combat, combat(hits only), destruction, mining, mining(active only), and a plethora of other crap.
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Frizz
Site Admin


Joined: 10 Jun 2005
Posts: 3814

PostPosted: Mon Jul 11, 2005 9:49 am    Post subject: Reply with quote

Mini-map is already on "the list" ... but there are a few features before it Very Happy

Keep in mind that the heart of this game is a web-page so there's only so-much that can be done with the interface.

Also, vehicles can be toggled between controlled and max movement from their status. I'll think about the rest, but it might be pushing what an html page can do Wink

_f
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Crappywarrior
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Joined: 30 Jun 2005
Posts: 71

PostPosted: Mon Jul 11, 2005 10:09 am    Post subject: Reply with quote

The mini-map is kind of marginally useful to me. On the one hand it means one more screen taking up space on an already loaded up battlefield. On the other hand it means more useful information and an easier way to tell where you've been, and where you're going. I'd want to see how it works out before I voted on whether or not it was useful.
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