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Suggestions for improving Command Panel


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Some ideas about command panel reform, now that Battlefront has time to improve the interface and a "mayor overhaul" is on their way -huzzah!-

Command panel is probably the most delicate part of GUI, as everything it contains is highly interactive, opposed to the just informative mission for unit/team/details panel. Also, order system is a core functionality. As you can see on this same forum, It is probably one of the harder learning curves. Of course, It can't lose their richness but it can be presented with less use complexity.

Some constructive criticism first. This is a command panel in RT or at order phase (if playing turns):

problemsRT.png

Main point of interest is those tabs. First, they hide info. Is my unit deployed? hidden? can they run? you must switch tabs to know all of this info. Second you need to select correct tab if you are using panel to give orders. It's one more click on an already complex procedure. Also, they occupy space.

Turn controls occupy unused space also. They can appear only when watching turns, freeing space meanwhile.

Finally, red button can be merged with timer, they share meaning. This way digits can be seen bigger and with a very proper red background.

This way you can have a solution with all orders at once glance even keeping the same space restrictions. An example with orders buttons reduced half in height:

solRT.png

As you can see I maintain order groups (now columns), even left blank space for non applicable orders to current unit still. Same nine spaces for every group, except special orders wich has its four needed places. More room can be achieved. So, even in the same space, you can eliminate tabs and have full information on a faster interface.

Some similar reform can be made with unit info tabs (ammo/defences/damage - unit/formation), but this another case study...

Now some words about command panel on turn mode, when visualizing

problemsturn.png

See all this unused space? and, at the same time tiny little buttons for time control very close together. Raise hands those who has finished turn instead of rewind or any other wrong combination. There are a lot of space available on this mode, so you can have BIG buttons, like this:

solturn.png

YEEHAW! those buttons are so huge I can pulse it without staring out of the action! no more frustrating mistakes.

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I'd also like to see the tabs disappear. The main interface part of the screen is designed for people still using a screen with a resolution width of 1024 pixels. That must be a tiny proportion of users in 2011 (about 95% of Steam users have a higher resolution for example). I'd prefer to see the remaining 656 pixels of my screen width used.

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I have played CMx2 since CMSF came out and I am used to this tabs. Sorry to spoil the fun, but I would be upset if the tabs would be taken away.

But I don't think it will happen anyway...

The column footers "Movement. Combat. Special" etc could be active as the tab selection things, and bring up the 'double size' 9-way buttons in the same space as they occupy now.

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Yes, I love this idea. It makes the tabs unnecessary.

Smaller buttons might make real time play a little harder to hit the correct button. But, it may not be that big of an issue if hotkeys are implemented with this new layout. It's still a time save since you don't have to switch menu tabs.

In either case BFC could perhaps have a setup option for the "original" GUI layout.

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Smaller buttons might make real time play a little harder to hit the correct button. But, it may not be that big of an issue if hotkeys are implemented with this new layout. It's still a time save since you don't have to switch menu tabs.

Hotkeys are already implemented and combining all the keys on one view would get rid of one of my complaints about the hotkeys - pressing "K" to give a hunt move order after I just pressed "P" to pause the unit a few seconds. Oops! I just told them to BAIL OUT since pressing "P" automagically switched me to the Special tab.

With a singe view, every command would have it's own unique hotkey, which is as it should be (in my opinion).

The main downside to a single view would be smaller, potentially harder to click buttons. another loss would be the ability to use the numpad hotkeys, but I have no idea how many folks use that feature.

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This is a great suggestion. +1 from me.

UI interface design is a true art and though I am getting used to the default in CMx2, more than once I have accidentally hit the wrong button as I was in the wrong tab. Frustrating. Even for my older eyes, I would way sooner have all the buttons available (and giving me info) all at once.

now lets see what you can do with the other areas of the UI.

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Well, It is a great pleasure to see consensus at this forum :)

Some other interface suggestions thread and a mod:

http://www.battlefront.com/community/showthread.php?t=97447

http://www.battlefront.com/community/showthread.php?t=97781

Will try to gather ideas around unit info panel, main point is the same: kill those tabs!

put tab information into unused space from non-informative places (silhouettes, portraits) and concentrate similar info in the same place.

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