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Steiner14

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Posts posted by Steiner14

  1. Steiner, I have to be honest in that I believe you are going way to radical than what is necessary.

    Remember, we had the discussion about showing additional infos in the UI and then the argument came, it would become too clobbered.

    With this idea the vast space the supression meter occupies could be freed (if needed) and even the humanizing effect the portraits create can be increased. Radical improvements usually can't be avoided to be radical. :D;)

  2. Color alone can not be used to portray information. Too many people (it's far more than 10%, BTW) have some degree of difficulty determining colors. Plus, it limits how many different "states" we can show because the more colors used the less people can tell them apart. Therefore we have always avoided using color as an indicator of anything without it also having a unique shape.

    Understood.

    I only have painting capabilities of a beginner, but it should be sufficient to show the idea:

    4ec07bee35ed2aa79bfd6f85d56825df.gifgif maker

    I was very surprised that a kind of stranglehood impression is created by the growing frame around the throat and how the color becoming red close to the cheeks is suggesting heat in the face. Quite adequate.

  3. Using colour alone to distinguish anything is not going to be optimally helpful to any of the 10% or so of this game's playerbase that is colour vision deficient. Please bear that in mind.

    The intention was to show, that the portrait could be the more natural place to show it while freeing up LOTS of space.

    The problem with colour vision deficient people could easily be solved like it is solved now: that the colored frame could also be built up from segments from the bottom to the top, where the maximum suppression results in a closed frame.

    Instead of your pseudo arguments it would be more honest to say: i don't LIKE new ideas and ignorance is a bliss. ;)

    Also, how would the face represent the various combinations of suppression and morale state? I suspect a Pinned face looks pretty much the same whether the pinnee is Paniced or Cautious, and while we're, as a species, good at reading emotional states off real people, the specific status types of CM would have to be translated to specific expressions, and those would be as intuitive as the terrain (i.e. most useful when compared to other terrain).

    Not necessarily combinations. The supression meter would stay but be transformed in a portrait's frame (or parts of it).

    If we now can read PANICKED, and don't find this counterintuitive, why should we find it counterintuitive to judge a natural expression on a face or a silhuette?

  4. While looking at the pic of Vinnart with the thought of avoiding a crammed interface, i felt, that the supression meter could be quite a waste of space, if it would be possible, to create the same feeling for the player, without using that much space.

    Judge for yourself, but the longer i look at this alternative version, the more natural it feels, if this kind of "emotional" information about the unit comes from the portrait.

    I don't know how much work this would be, but to spin this thought even further, maybe even the portrait-image itself could be used to give the player the feedback about the units status (e.g. different images of faces from relaxed over focused to highly thrilled to panicked or broken), so that not only the supression meter, but maybe even the status-field of the unit's morale could be saved with an intuitive graphical representation in the portrait?

    Wouldn't such a "living portrait" feedback system be an improvement?

    post-6988-141867624046_thumb.jpg

    post-6988-141867624046_thumb.jpg

  5. Having some sort of "mouse over" helper is problematic too since there can be upwards of 6 or more elements to a single Action Spot.

    Steve,

    I don't understand, if there are six or more elements involved, why can't they be named?

    I would be thankful for additional information from the game. I guess it would also help, to develop a finer sense of the terrain's quality.

    Regarding the wish of us to show passanger/button status:

    Since this a status for the whole unit, how about an additional status text above the text describing the individual soldiers task?

    "Passanger" or simple "P" for vehicles or units would be self explanatory from the context. To display button up/down ↓ or ↑ could be used.

    Open vehicle with passengers:

    ↑ P

    Driver: Driving

    Gunner: Spotting

  6. As one who has been advocating for moveable waypoints since CMSF, this is not an issue for me. I pay close attention to terrain when I play and have never not known which type of terrain my units are on or are crossing. Which is, I guess, the long way of saying I play WEGO not RT... :D

    I'm not a girl, too, but nevertheless it would be handy. :D

  7. Actually, I'm beginning to think that via some code wrinkle, the moving unit gets the first spotting cycle ...

    Yes, I've just lost another stationary ( laughably called the "ambusher" ) tank to an enemy that moved into view, went "aha!", and killed me before I saw him. :(

    Veteran +1 crew, unbuttoned, no suppression, pointed directly at the right spot ( 'cos I knew he was coming ).

    If you have the turn, i'd recommend to send it to BFC for a closer look.

  8. One of the reasons I've seen cited for the development of the Bocage is wind protection. A stone wall built from the rocks you've pulled out while tilling your field isn't as much of an investment (there's a rule in dry-stone-walling: if you've picked it up, the stone goes on the wall. Somewhere. You're not allowed to put it down; that would be madness). It breaks the wind up and gives some shelter to the bushes you've planted to get taller and break the wind up better than a wall will. Over the centuries they two have grown and blurred together.

    I would guess on Sicily, that a wall is both a windbreak and a boundary marker, with wood being scarce stuff that you wouldn't want to waste on fences.

    EDIT to add: Nowadays, many of the stone walls have been partially or completely removed to make room for larger industrial farming techniques using heavy machinery and usually larger fields. But some of them are still around, and you can often see traces of the ones that have been removed, if you know where to look.

    Thanks, everything clear.

  9. I don't understand, why SOPs are seen as exclusive to the current system. I would love to see it as an additional command.

    There are (very important, often decisive) tactical situations, the AI can't handle correctly. For example, the AI doesn't know, if there is a simultaneous attack from more than one tank on a much stronger tank. Now it handles each tank individually and this results often enough in retreats, instead of a deathmatch with excellent chances for the weaker ones (if nobody runs away ;) ). In that case it would be great, if the player would have the ability to override the AI's self preservation with a SOP (and also BFC could blame more easily the players, if they were complaining about the Tac-AI: "Learn to use SOPs and do not expect miracles from the Tac-AI, loser" :D )

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