Jump to content

Ui2.0 "smurfy" Preview - How I Think It Should Work...


33 replies to this topic

#1 MoonUnitBeta

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 4,560 posts
  • LocationCanada ᕙ(⇀‸↼‶)ᕗ

Posted 04 February 2014 - 08:08 PM

Well. As much as I like Smurfy, I found that the one little box off shuffled off to the right has side as the only means of navigating weapons is very cumbersome. Searching for things is slow if you aren't used to it or the icons, and cramming EVERYTHING into that one area makes it a very bottle necked place that slows you down.

I understand what PGI is trying to do with their over-categorized layout in the load out screen, and I wanted to merge the two into a very simple and workable design.

So got an idea to simplify and stream-line customization on a per-component basis. I made some pictures. But before you look at them, I have some addition ideas to go with them, and also the obvious disclaimer to go along with it. These pictures aren't complete. I'll be slowly refining and adding my ideas listed below.



Disclaimer: The images depicted are not EXACTLY how I imagine it, my photoshop skills are holding me back. I just wanted you to have something to look at to give you an idea. Whew. Alright that's done.




So, why tabs? Tabs are used as an automatic inventory organizer. They are shown on components to only display the most relevant equipment for that component. Take the Center Torso - is the only place you can put an engine. So Engines are always a tab attached to the Center Torso, and not anywhere else. You don't need to scroll through a light to find BAP, or Heat Sinks. How about an Arm - it might have an Energy hardpoint while a Torso might have a Missile hardpoint. The weapons tab off the arm will only show Energy weapons and heat sinks, the weapons tab off the Torso will only show Missiles tab (and misc tab for heat sinks, and other things you can readily equip anytime, anywhere). Click the weapons tab, drag the item over, done. Go to the torso, drag the Streak SRM2 over, and if there are no available Missile hardpoints left, it automatically switches to an ammo tab so you can start distributing ammo where ever you like for exact type of Missiles (only loaded LRM's? Only LRM ammo is shown, Loaded both SRM and LRM's? Both ammo types are shown)


Written refinement:
  • What you don't see in the picture yet is the inclusion of a "MASTER Tab". This tab is detached from the components, and is organized much like smurfy's. It's default is Collapsed, but can be Expanded. This is if you prefer the other way, you can have all items summed up into this area, and it is up to you do the dirty work of finding weapons.
  • In the Options menu, there will then be a toggle to hide the tabs (lest you mis-click and open one by accident) and sets the MASTER Tab default to Expanded.
  • Tabs will only show on the components when they are relevant (Example: The weapons tab for the Right arm that has only and Energy hardpoint will only show Energy weapons)
  • If a weapon that requires ammo is equipped, all components gain an Ammo tab (since ammo can be equipped anywhere), and will contain all ammo that the mech's arsenal can use.
  • Heat sinks, BAP, JJ's, Command Center.. well.. the best I can think of is put these kinds of things under a Misc. tab. and most components can equip any of them. If you have double heat sinks, the legs will not show Heat sinks in the Misc tab.
  • When a tab opens, the components to the right of the tab fade behind to keep the stage from getting too busy.
  • Tabs on the components which are sent to the back can still be clicked, and the current tab will close, the tab in the background will expand and slide those components back into place simultaneously (the sliding effects is only a fraction of a second of animation time, and will not feel clumsy at all). If I could animate, you would see how slick this would look.
  • DOUBLE CLICKING AN ITEM.. WILL REMOVE IT......................... *hint hint PGI :(*
WIP images, (Missing a lot of things, like tabs on the first image, the master tab thing, etc I just wanted to get it out so you could see.)

This is the first image you see: (it is missing the tab graphics)

Posted Image




This is the Tabs in action. Notice that components are slide into the background while you focus on customizing this one. Tabs on the components in the background can still be clicked which would close the currently opened tab, bring the component into the foreground, and open that tab. Everything sliding in tandem, simultaneously to create a very smooth transition.

Posted Image



What do you guys think? Do you think this intelligent tab thing is a good idea? I think newer folks would appreciate the gesture to a simpler and more organized mechbay, and tackle their mech one component at a time.

Edited by MoonUnitBeta, 04 February 2014 - 08:21 PM.


#2 Fais

    Member

  • PipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 146 posts
  • LocationCharlotte, NC

Posted 04 February 2014 - 08:18 PM

I like it. I know they wanted to show off their pretty models. But honesly I only need to see the uber pic of the mech when I'm applying paint and camo schemes (which is a vast improvement over the old one). I really perfer the OP design. A few other key features too are needed like a Giant save button. But I'm sure they know. Going to take a break for about 30 days and see what they come up with. Too many other things to mess around with atm.

#3 MoonUnitBeta

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 4,560 posts
  • LocationCanada ᕙ(⇀‸↼‶)ᕗ

Posted 04 February 2014 - 08:19 PM

View PostFais, on 04 February 2014 - 08:18 PM, said:

I like it. I know they wanted to show off their pretty models. But honesly I only need to see the uber pic of the mech when I'm applying paint and camo schemes (which is a vast improvement over the old one). I really perfer the OP design. A few other key features too are needed like a Giant save button. But I'm sure they know. Going to take a break for about 30 days and see what they come up with. Too many other things to mess around with atm.

Thanks Fais! May your break be swift and may PGI implement things correctly now....

#4 Amsro

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 3,438 posts
  • LocationCharging my Gauss Rifle

Posted 04 February 2014 - 08:24 PM

I agree the "Grid of Items" is terrible to see on the screen.

#5 Danish Fury

    Member

  • PipPip
  • Ace Of Spades
  • Ace Of Spades
  • 48 posts
  • LocationDetroit

Posted 04 February 2014 - 08:30 PM

Very nice, looks clean and efficient

#6 MoonUnitBeta

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 4,560 posts
  • LocationCanada ᕙ(⇀‸↼‶)ᕗ

Posted 04 February 2014 - 08:32 PM

View PostAmsro, on 04 February 2014 - 08:24 PM, said:

I agree the "Grid of Items" is terrible to see on the screen.

Yes! It is a symmetrical eye sore. They are -very- large, they take up way too much real estate and weighted incorrectly vs how valuable they are to have on the screen. Items only need to take up a -very small- portion of the screen, they could even be hidden completely. Whats most important is being able to read your mech in one view. Everything you need to know is there and everything else is at your finger tips.

I am hoping, and I am keeping in mind, that this intellegently tabbed mechlab is a direct replacement to the madness that is the current UI. I have ideas that incorporate modules, consumables, and all the necessary upgrades. I just hope that PGI can see the sense in this layout... I am hoping everyone else can too and give feedback to what they would like to see.

#7 Sephlock

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,819 posts

Posted 04 February 2014 - 08:36 PM

It kinda reminds me of MechCommander and MechWarrior Tactics (did we ever get an "activate premium time" button for that game?

Come on PGI, all we wanted was this:



#8 Dymlos2003

    Member

  • PipPipPipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 1,473 posts
  • LocationCalifornia

Posted 04 February 2014 - 08:46 PM

Isn't the UI2.0 "smurfy" look just an overview of the mech? Not used for customizing.

#9 MoonUnitBeta

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 4,560 posts
  • LocationCanada ᕙ(⇀‸↼‶)ᕗ

Posted 04 February 2014 - 08:58 PM

View PostDymlos2003, on 04 February 2014 - 08:46 PM, said:

Isn't the UI2.0 "smurfy" look just an overview of the mech? Not used for customizing.

I think we can have both. The overview is handy. It gives you all necessary information upfront, and the tabs give you the tools to manipulate it. You see your changes real time, right there and then, so your overview turns into your most effective way to customizing your mech. Granted, it's not pretty, but with simple effects and transitions you can quickly update smurfy's look and functionality from an overview into an effective way to customize your mech.

Not sure what to take from what you said, Do you mean that you don't like this? Do you prefer how it is currently done? Is there something you'd like to change? I'm all ears! I'd like to help PGI. I'm convinced that this can help everybody, and the game. Customizing you mech is half the fun, it should be painless part where you get away from all the fighting and you can edit away, all in one place and do what you need to do without trying to remember hard points, what weapons are on your mech, or switching back and forth from overview to customization mode.

Anywho, let me know if you have any feedback! I'd like to read it so I can maybe fix some things that I might have over-looked.

#10 Dymlos2003

    Member

  • PipPipPipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 1,473 posts
  • LocationCalifornia

Posted 04 February 2014 - 09:02 PM

View PostMoonUnitBeta, on 04 February 2014 - 08:58 PM, said:

I think we can have both. The overview is handy. It gives you all necessary information upfront, and the tabs give you the tools to manipulate it. You see your changes real time, right there and then, so your overview turns into your most effective way to customizing your mech. Granted, it's not pretty, but with simple effects and transitions you can quickly update smurfy's look and functionality from an overview into an effective way to customize your mech.

Not sure what to take from what you said, Do you mean that you don't like this? Do you prefer how it is currently done? Is there something you'd like to change? I'm all ears! I'd like to help PGI. I'm convinced that this can help everybody, and the game. Customizing you mech is half the fun, it should be painless part where you get away from all the fighting and you can edit away, all in one place and do what you need to do without trying to remember hard points, what weapons are on your mech, or switching back and forth from overview to customization mode.

Anywho, let me know if you have any feedback! I'd like to read it so I can maybe fix some things that I might have over-looked.


I'm fine with it but I don't like people getting the idea that this is actually coming

#11 MoonUnitBeta

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 4,560 posts
  • LocationCanada ᕙ(⇀‸↼‶)ᕗ

Posted 04 February 2014 - 09:13 PM

View PostDymlos2003, on 04 February 2014 - 09:02 PM, said:


I'm fine with it but I don't like people getting the idea that this is actually coming

Oh I see. Np!

#12 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 04 February 2014 - 09:26 PM

It should be used for customizing. Its really stupid to have to click on every location of your mech seperately. There is no advantage to doing it that way instead of just having every location, crit slot, and module slot on ONE screen.

#13 nemesis271989

    Member

  • PipPipPipPipPipPip
  • Survivor
  • 239 posts
  • LocationDunno

Posted 04 February 2014 - 10:57 PM

Today's Patch Downgrade is awesome guys keep it up...

#14 MoonUnitBeta

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 4,560 posts
  • LocationCanada ᕙ(⇀‸↼‶)ᕗ

Posted 05 February 2014 - 12:30 AM

View Postnemesis271989, on 04 February 2014 - 10:57 PM, said:

Today's Patch Downgrade is awesome guys keep it up...

I'm not saying it's a downgrade. There's a lot of things that have been improved upon and PGI has said they are releasing unfinished. I'm looking forward to the changes they still need to make, but I just hope that this is one of them. It'll turn it into an extremely effective and efficient mech customizing beast.

#15 Zeus X

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 1,307 posts
  • LocationLuthien

Posted 05 February 2014 - 12:35 AM

I like the way you think, it looks good, easy to maneuver. To bad PGI doesn't give a rats hairy bottom about suggestions from the community they are so willingly to ignore.

Edited by DCM Zeus, 05 February 2014 - 12:35 AM.


#16 PawPaWuFF

    Member

  • PipPipPip
  • 93 posts

Posted 05 February 2014 - 12:35 AM

nice pics! i support this layout or similar functionality

Edited by user5318, 05 February 2014 - 12:37 AM.


#17 ImperialKnight

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,734 posts

Posted 05 February 2014 - 12:40 AM

PGI needs to get this out NOW. Not tomorrow. Not next week. NOW

Because currently UI2.0 is UNUSEABLE

#18 Rushin Roulette

    Member

  • PipPipPipPipPipPipPipPipPip
  • WC 2018 Top 12 Qualifier
  • WC 2018 Top 12 Qualifier
  • 3,514 posts
  • LocationGermany

Posted 05 February 2014 - 12:54 AM

Looks great. Simpler and more streamlined for customisation.

I would also make a small addition to the customisation possibilities. Those numbers showing which weapon types can be placed in a section (for example the 1/1 energy mounted on the right arm of your picture) could be clickable to bring up a list of only those particular types of weapons.

This would be especially useful if you have a section where 2 or more different types of weapons can be placed (side torsos of the K2 for example). You click the balistic number and only balistic weapons are displayed, you click on the energy display and only get a list of energy weapons.

#19 Kaeseblock

    Member

  • PipPipPipPipPipPip
  • WC 2018 Top 12 Qualifier
  • WC 2018 Top 12 Qualifier
  • 258 posts
  • LocationEU / Deutschland

Posted 05 February 2014 - 12:55 AM

Customizing your mech in a smurfy-like paperdoll? Easy and intuitive access to desired equipment by clicking on the component you want to install it in? Who needs such bull... oh wait, it's fantastic.

Why not take it a step further. Integrate the weapon tabs in the hardpoint icons (click on an energy hardpoint icon --> menu with energy weapons opens)

Edited by Kaeseblock, 05 February 2014 - 12:56 AM.


#20 MoonUnitBeta

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 4,560 posts
  • LocationCanada ᕙ(⇀‸↼‶)ᕗ

Posted 05 February 2014 - 08:04 AM

View PostRushin Roulette, on 05 February 2014 - 12:54 AM, said:

Looks great. Simpler and more streamlined for customisation.

I would also make a small addition to the customisation possibilities. Those numbers showing which weapon types can be placed in a section (for example the 1/1 energy mounted on the right arm of your picture) could be clickable to bring up a list of only those particular types of weapons.

This would be especially useful if you have a section where 2 or more different types of weapons can be placed (side torsos of the K2 for example). You click the balistic number and only balistic weapons are displayed, you click on the energy display and only get a list of energy weapons.

View PostKaeseblock, on 05 February 2014 - 12:55 AM, said:

Customizing your mech in a smurfy-like paperdoll? Easy and intuitive access to desired equipment by clicking on the component you want to install it in? Who needs such bull... oh wait, it's fantastic.

Why not take it a step further. Integrate the weapon tabs in the hardpoint icons (click on an energy hardpoint icon --> menu with energy weapons opens)

Heh hivemind!

I agree with this. I think it'd be neat to consolodate that into the hard points icons. I had imagined it being tabs branching off the side, but when I get home I'll start fiddling with how more tabs on all the components look vs ones that are in the icons.. I'm gettting some ideas already so it should be good.
Thanks guys!!





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users