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Ui 2.0 Suggestions From Someone Who Actually Likes What He Sees (Sort Of...)


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#1 pbiggz

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Posted 05 February 2014 - 08:44 PM

I will start off by saying this thread is new and exciting it keeps the roadbeers at bay :ph34r:

There are obvious issues with UI 2.0, some are bugs, some are (questionable) design decisions. The fact is, I think the UI is SO CLOSE to being functional, but is missing some KEY pieces of info that make navigation a nightmare.

Heres a set of changes that will make the UI perfectly functional.

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Number 1 (most important), preserve the mechlab, simply make the greyed out view button (circled) toggle a smurfy spread on and off. It can be shown and hid at any point, and does not cause you to lose your progress in the mechlab. Not quite sure where you put those double heat sinks? Flip up the smurfy spread, then drop it again, easy peasy.

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Number 2, add relevant info to the mech info tooltip (currently equipped engine and modules), simple change. You could even add movement archetypes in there. Really that window should tell you EVERYTHING you need to know, and there should be no reason to click configure to find things out.

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Number 3, is almost the same as number 2, all relevant mech info should pop up in the store on the circled tab. Currently, it does not do this (a bug which PGI intends to patch sooner rather than later.

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Number 4, have the cbill/MC widget ALWAYS show, as I shouldn't have to click into inventory or mechlab just to see my funds.


4 simple changes. They pretty much solve all the major issues, and preserve most of the UI as is.

#2 juxstapo

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Posted 05 February 2014 - 09:24 PM

<Salute>
Comprehensive and concise. Adding to the compilation thread.

#3 pbiggz

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Posted 06 February 2014 - 08:37 PM

Appreciated, hopefully the devs will see this and take note, I love their direction, just not their execution.

#4 Corvus Antaka

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Posted 06 February 2014 - 11:32 PM

imho a diagram of the mech we have ready would be nice.





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