MoonUnitBeta, on 05 February 2014 - 09:00 AM, said:
Good suggestions!
I'm at work atm, but I'm doodling some things down for layout without it getting too cluttered. I think we can fit everything on one screen..... but there will need to be some exceptions.
Modules:
I'm thinking just square module boxes in the left hand corner that reads "Click to load" in the center of each. Sinces max is 4 modules, that should be easy to give some real estate for.
Clicking one of the boxes will bring up an over-lay that loads over top of the the overview portion, and you have a list of modules and consumables, but i'm not sure yet how that will look.. Since there's now A WHOLE BUNCH of modules for weapons and all of the other ones... there needs to be some wicked sorting capabilities in play so you can quickly and easily find what you need without getting overwhelmed with a million icons and small text.
Upgrades can be also on to the side, showing what's currently equipped, with an "upgrade” button to the side of it that when you click, it slides out an option for what you can switch to, with cost and crit slot consumption. When you hover over the upgrade, it’ll also show in the overview how many slots it’s going to take up and all the other info and description. It'd kinda of look like smurfy's, but refined to give more information and a funtional look and feel.
(I don't like the word “Upgrade” word, because some things aren't an upgrade in some ways (like ferro… or artemis) and can mislead new players into thinking they NEED certain upgrades. Like Ferro... it's not really an upgrade unless you have a bunch of left over space, and Endo steel is usually the better of the two anyways, but that's my own opinion. Not sure what else I'd call it.)
I'll also toy with the idea about putting upgrades tab to the Center Torso. Just a question, why specifically the Center Torso? Heat sinks will be in a MISC tab or maybe a tab on all their own, and Artemis won't be an upgrade, instead they'll be their own equipable item in the near future.
I was thinking exactly that for the modules... there's space to the upper left for a 5 or 6 slot "box" that could be labeled modules.
So use a little pop out file structure for the modules, so you click a slot and get a set of tabs that list each type of module (sensors/consumables/ect) mouse down to a selection on that menu and each pops up with another list, mouse over to whichever section has the weapons upgrades and you get another list ("other" for all non-weapons modules, and then a list for each weapon, mouse over to the weapon and another sub menu pops up.
The key is the pop-up menus, so a person don't have to make a million clicks to find things. Have the ESC key or spacebar tab you backwards or just click on the tab you want to go back to in the file structure.
I'm not against giving upgrades their own box or area, but I think a tab system off the CT would be more minimalistic (though might not emphasize the importance of certain upgrades.
I suggest the center torso for upgrades, because it's the center of your mech, in plain view, and engines are really one form of upgrade already. Maybe put the "upgrades" tabs along the left side and the equipment/engine tabs on the right side to differentiate them? So for instance heat sinks: the misc tab will have heat sinks to equip(probably first item) but the upgrade tab would dictate what type of heat sink is available in the misc tab. I also believe they're purely upgrades (just some are better than others) with the exception of Artemis. I'd love if the basic non-upgrade components would give some bonus to internal structure, or something so each of these choices would be much more a trade-off(that's for a different thread).
One thing that I think is important, is that the pop-out menus should be quick and easy to clear, so just click once outside the pop-out menu to return to the base total mech view.
Another note on inventory: when you find something in the lists, I'd like to be told how many I own, how many I have available to equip, and I'd like to be able to click right on the item to bring up a tab or box that tells me where all my items of that type are equipped.
Another thing I thought of looking at your engine pop-out. I'd love an indicator, right there, that will tell me how fast my mech can go pre- and post-speed tweak. This should be true for all equipment, you should have a summary or bit of the popout that will demonstrate/change to indicate how this item will affect the performance of your Big Stompy Robot.
For instance their heat scale is awful without a lot of experience in the mech bay to understand what's a good number. They should actually tell you in plain numbers, how much threshold you have right now, how much heat/second do you dissipate right now, and how much will those change by adding this heat sink. These numbers should be tied directly to the heat generated by weapons.
Edited by Prezimonto, 05 February 2014 - 10:27 AM.