SonicSonedit Posted May 24, 2014 Posted May 24, 2014 It looks godlike. Probably the best thing that is about to happen to the game since U7. I only wish you would add missions as a markers on the plant hologram surface (or clickable spaceships holograms floating around planet hologram). Something like this: http://www.pinterest.com/pin/540291286518289194/
Stefe Posted May 24, 2014 Posted May 24, 2014 As much as I'd love to see this happen, I don't expect it to be here anytime soon.
[DE]Pablo Posted May 25, 2014 Posted May 25, 2014 We thought of something like this, and while its visually really cool and goes more toward our desire to make it feel more physical, it really doesn't help convey any of the hierarchy of which mission goes after which and also the differences in difficulty. Also it really doesn't work for something like the void or derelict. Looks very cool though :)
MonsieurZero Posted May 26, 2014 Posted May 26, 2014 We thought of something like this, and while its visually really cool and goes more toward our desire to make it feel more physical, it really doesn't help convey any of the hierarchy of which mission goes after which and also the differences in difficulty. Also it really doesn't work for something like the void or derelict. Looks very cool though :) Say Pablo, out of curiosity, how will invasions of planets be presented? Will it be with the explosion effects on the nodes as we have now, or something new for U14? While I understand that the new UI is still in the building/creation/testing phase, does it by any chance present new possibilities that the old UI did not?
misoru2012 Posted May 26, 2014 Posted May 26, 2014 We thought of something like this, and while its visually really cool and goes more toward our desire to make it feel more physical, it really doesn't help convey any of the hierarchy of which mission goes after which and also the differences in difficulty. Also it really doesn't work for something like the void or derelict. Looks very cool though :) How about a king of 'trail' that starts at the lowest mission and continues through on the globe to the highest mission?
IrisDragoon Posted May 26, 2014 Posted May 26, 2014 We thought of something like this, and while its visually really cool and goes more toward our desire to make it feel more physical, it really doesn't help convey any of the hierarchy of which mission goes after which and also the differences in difficulty. Also it really doesn't work for something like the void or derelict. Looks very cool though :) doesn't matter, community has spoken. we want something along the lines of this.
Pendragon1951 Posted May 26, 2014 Posted May 26, 2014 @DE_Pablo As for the mission sequence problem that can be solved by adding a glowing line that leads you to the next node you should be attacking, just a thought:)
Sitchrea Posted May 26, 2014 Posted May 26, 2014 We thought of something like this, and while its visually really cool and goes more toward our desire to make it feel more physical, it really doesn't help convey any of the hierarchy of which mission goes after which and also the differences in difficulty. Also it really doesn't work for something like the void or derelict. Looks very cool though :) The problem with what we saw in the preview was that, from what one may infer, planetary mission will have their nodes in SPAAAAAAACE. (Sorry, just got done playing Portal 2. :P) Would it be possible at all to have two different UI's? One for orbitting ships, and the other for Ground installations? All we want is the immersion factor, and having ground installations in SPAAAAACE is logically preposterous in a game where Science is half of its genre name..
Drathin Posted May 26, 2014 Posted May 26, 2014 doesn't matter, community has spoken. we want something along the lines of this. 6-8 people is the community?
Doom_Bunny Posted May 26, 2014 Posted May 26, 2014 (edited) We thought of something like this, and while its visually really cool and goes more toward our desire to make it feel more physical, it really doesn't help convey any of the hierarchy of which mission goes after which and also the differences in difficulty. Also it really doesn't work for something like the void or derelict. Looks very cool though :) We could have players only see the mission if they have it unlocked that way players have to follow the heirarchy. This way people can't see the boss or the fastest exit to another planet, forcing them to explore. Each mission would be connected by a feint line to lead the player to the next or pevious mission. The missions that have not been completed but have been unlocked would be faded. Whe the player/mouse is over one of the missions details will appear reading difficulty, the name, what type of mission it is and levels of enemies you will encounter. To show the difficulty there should be an average rating for each planet is if Pluto is the hardest it's missions have an average rating of 5 with some 4 and 4.5. As you proggres around the planet you see higher difficulty ratings or for the case of Pluto more 5 star ratings. The void and derelict are "abandoned" ships so, show a fancy space with 8 scattered dots (for conveniency) like stars. With labels void capture, void exterminate, dereclict survival, derelict defense etc. It will make it look like you found these ships cordinants. Click on one of the void lables and a vertical list will appear with Tier 1, Tier 2 and Tier 3. Click a tier, invite friends and boom start playing. If you do not have a key to that tier it will be faded. Edited May 27, 2014 by Postal_pat
Charismo Posted May 26, 2014 Posted May 26, 2014 (edited) 6-8 people is the community? Exactly. Anyway, if "cool" UI design isn't functional, then it's failed UI design. This is a novel way of displaying information, but not the kind of information that's important to me when selecting a mission. The UI shown on the dev stream places missions on a turntable tract around the globe. They're placed on a easy to navigate timeline, where you can see the missions that came before and come after your current selection. That's important to me. Having location markers scatter shot across the globe does away with that easy to see mission timeline. Edited May 26, 2014 by Charismo
Cpl_Facehugger Posted May 26, 2014 Posted May 26, 2014 Exactly. Anyway, if "cool" UI design isn't functional, then it's failed UI design. This is a novel way of displaying information, but not the kind of information that's important to me when selecting a mission. The UI shown on the dev stream places missions on a turntable tract around the globe. They're placed on a easy to navigate timeline, where you can see the missions that came before and come after your current selection. That's important to me. Having location markers scatter shot across the globe does away with that easy to see mission timeline. Maybe when you mouse over a given node, the corresponding location on the planet will light up and the globe will spin to it? It'd be pure eyecandy though.
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