OpenXcom Forum

Modding => Work In Progress => Topic started by: SupSuper on November 02, 2013, 03:28:31 am

Title: Manage Alien Containment UI
Post by: SupSuper on November 02, 2013, 03:28:31 am
Figured I'd take this GitHub discussion TO THE PEOPLE. There's a Manage Alien Containment feature for those enforcing the limit, but there seems to be some disagreement regarding the best UI: https://github.com/SupSuper/OpenXcom/pull/714

Before:
(https://f.cloud.github.com/assets/3616568/1429629/4d5f2ec2-40b5-11e3-885d-b18798f00124.png)

After:
(https://f.cloud.github.com/assets/3616568/1429638/637910c4-40b5-11e3-9baf-42a3bd855b36.png)

Alternate:
(https://f.cloud.github.com/assets/3616568/1449483/1f7d257a-426a-11e3-9789-416b8e8898cd.png)

Discuss!
Title: Re: Manage Alien Containment UI
Post by: kharille on November 02, 2013, 04:13:33 am
Bottom one looks good.  This is great.  Always hated the lack of choice in this. 
Title: Re: Manage Alien Containment UI
Post by: myk002 on November 02, 2013, 06:25:18 am
What about option 1 layout with option 3 background with "kill selected" instead of "remove selected" as the button text
Title: Re: Manage Alien Containment UI
Post by: OwenQ on November 02, 2013, 06:51:46 am
I prefer the scientists background image (number 3) in conjunction with the buy/sell-screen-esque UI of the top option. (So basically seconding myk002). I almost prefer leaving 'Remove' as a euphemism, though.
Title: Re: Manage Alien Containment UI
Post by: clownagent on November 02, 2013, 07:10:14 am
I like the third option most. The button on the bottom should be changed to "kill selected".

By the way, it would be nice to show in another column, how many dead aliens of each species are already in stock.
Title: Re: Manage Alien Containment UI
Post by: Gifty on November 02, 2013, 08:19:43 am
I almost prefer leaving 'Remove' as a euphemism, though.
I concur. It sounds more formal. You can also throw my hat in for option 3.

I mean, if I wore a hat.
Title: Re: Manage Alien Containment UI
Post by: kharille on November 02, 2013, 08:55:10 am
How about 'terminate excess specimen', 'terminate', 'send to cryo storage', 'compacted storage', 'put it on ice', 'freeze', 'finish interrogation', 'move to storage', 'pack in ice', 'shoot' or other terms....
Title: Re: Manage Alien Containment UI
Post by: Arthur s pankratz on November 02, 2013, 09:24:06 am
Oooor Maybe sell???
Title: Re: Manage Alien Containment UI
Post by: Ishmaeel on November 02, 2013, 09:41:16 am
For the background, third (research) is the best fit.

For the text, I would replace "Dead Aliens" with "Selected" or "To Be Removed". The rest is ok.

...Unless of course, you would be willing to implement checkboxes.
Title: Re: Manage Alien Containment UI
Post by: michal on November 02, 2013, 10:59:21 am
3rd background is the best.

Crazy Idea Below ;)

What about using those aliens for training mission? ;) I mean pick some aliens, give them (or not) some weapons, pick some terrain next to base, and allow your soldiers to play with them ;)
Title: Re: Manage Alien Containment UI
Post by: Warboy1982 on November 02, 2013, 11:54:23 am
Race/Rank:                           Quantity:             Remove:
Sectoid Janitor                            4         <>            1
Muton Dentist                             1         <>            0
Title: Re: Manage Alien Containment UI
Post by: redv on November 02, 2013, 12:02:15 pm
I personally prefer 2nd picture, because perfectly reflect the situation. Also "kill selected" better than "remove selected", because if you call a spade a spade, then will be less misunderstanding between people.

"War, war never changes."))
Title: Re: Manage Alien Containment UI
Post by: cort on November 02, 2013, 02:16:04 pm
My vote goes to the third picture (it suggests the idea of containment) with the text sugested by warboy.
Title: Re: Manage Alien Containment UI
Post by: AMX on November 02, 2013, 04:34:15 pm
I personally prefer 2nd picture, because perfectly reflect the situation.

I agree - the 3rd picture looks appropriate from a "managing the containment" perspective, but the 2nd perfectly reflects what's actually done.

Also, I don't like "Remove Selected" - I would probably just label the button "Apply" but "Kill Selected" would work, too.
Title: Re: Manage Alien Containment UI
Post by: Align on November 02, 2013, 04:54:44 pm
I'd go with warboy's, with the confirm button just saying "OK"
Title: Re: Manage Alien Containment UI
Post by: Shadow on November 02, 2013, 05:19:11 pm
Third picture is probably the most appropriate. Second one is just too crass. :P
Title: Re: Manage Alien Containment UI
Post by: MKSheppard on November 02, 2013, 05:22:00 pm
"Euthanize Selected".

Liek putting a dog down...
Title: Re: Manage Alien Containment UI
Post by: SupSuper on November 02, 2013, 06:27:50 pm
"Euthanize Selected".

Liek putting a dog down...
Sorry son, but I think it's time to take Ol' Sectoid behind the shed... *loads shotgun*
Title: Re: Manage Alien Containment UI
Post by: Man in the Funny Hat on November 02, 2013, 06:28:28 pm
Race/Rank:                           Quantity:             Dispose:
Sectoid Janitor                            4         <>            1
Muton Dentist                             1         <>            0
Title: Re: Manage Alien Containment UI
Post by: AMX on November 02, 2013, 07:09:00 pm
I'd go with warboy's, with the confirm button just saying "OK"
OK, why didn't I think of "OK?"
That's even better than "Apply."

Then again, how about "Execute?"
Just for the pun of it...  :P
Title: Re: Manage Alien Containment UI
Post by: Man in the Funny Hat on November 03, 2013, 08:27:45 am
Column headers should be "Quantity" and "Remove".  Buttons at the bottom should be "OK" and "Cancel".  Users can then deduce what really happens.  Especially if they realize they get another alien corpse in inventory to sell when they hit OK.
Title: Re: Manage Alien Containment UI
Post by: Align on November 03, 2013, 06:53:59 pm
Incidentally, does this respect general stores available, or is it like UFO loot in that it just fills it beyond capacity for the sake of not losing stuff due to annoying details?
Title: Re: Manage Alien Containment UI
Post by: Hobbit Lord on November 04, 2013, 03:34:10 am
How about 'terminate excess specimen', 'terminate', 'send to cryo storage', 'compacted storage', 'put it on ice', 'freeze', 'finish interrogation', 'move to storage', 'pack in ice', 'shoot' or other terms....
Agree with this

'Move to cold storage/incinerator unit' vs 'move to alien containment'... and 'specimen'
Title: Re: Manage Alien Containment UI
Post by: kkmic on November 04, 2013, 11:05:21 am
Third one is the best  - if it was not clear already :)

I would like to see the text as (more like Apocalypse):

AliensKeep In ContainmentDispose/Kill
---------------------------------------------------------------------------------------------------------
Sectoid Medic2< >1
Mutton Soldier3< >2

Edit: And there should be only one big "OK" button at the bottom
Title: Re: Manage Alien Containment UI
Post by: mercy on November 04, 2013, 07:06:04 pm
Race/Rank:                           Quantity:             Remove:
Sectoid Janitor                            4         <>            1
Muton Dentist                             1         <>            0

Yeah, make something interesting, because the UI above is really boring [from design standpoint purely on theoretical level], since same you do at PURCHASE/SELL menu.  Examples:

Torture Aliens = % chance to get extra info
IMPLANT Aliens = % chance to gain XCOM Alien Operative, who you can have on a mission as a Bullet Magnet / Gun Fodder. Imagine an Implanted Chryssalid Terrorist "bulldog" on a Leash.

EXPLOSIVE IMPLANT =
Like in the movie Wedlock. Scientists place an implant into the alien via surgery and tie that implant to an explosive device inserted into the "stomach" of the alien. On missions - code-wise - the implanted alien gets attacked like a mind controlled alien by the enemies, and if it is killed, the explosive goes off. So the goal would be to guide the implated/controlled alien into enemy groups.


** TRAIN ALIEN SPY = Create Mind Programmed Infiltrators to sniff out Alien Bases and pass the info to you!
Code-wise this one could be done easily, since you press a button for it, you calculate % chance of success. If it finished training/reprogramming, then display:
- You have 1 alien spy, do you want to SEND it on a recon mission to North America?
Then calculate every week if the spy found an alien base or not. He may not find an exact location, but:
- Your spy determined that there is definitely an Alien Base in the West Coast of US.
- Your spy determined that there is an Alien Base in the Arctic.

ALIENS ESCAPED FROM CONTAINMENT
  = BASE DEFENSE MISSION
But that would only make sense if there was a really dangerous alien in-game, like in the movie ALIEN or The Thing or like in Dark Side of the Moon.
Title: Re: Manage Alien Containment UI
Post by: MyThos on November 04, 2013, 08:07:43 pm
Please not too much extras! The screen provides some alien management support but should not really go into a whole different area.
Title: Re: Manage Alien Containment UI
Post by: kharille on November 05, 2013, 06:13:58 pm
Not directly related... but what if there was a 'prison base' where you kept a lot of aliens?  Wouldn't the aliens get a chance to release their guys?  And captured chryssalids and reapers might do some major damage.

...Oh yeah...  'sanitize'...  'sterilize'....  'move to ballistics testing'...  'test high velocity impacts'...  'lets see what we can do with this one'....  'sell to twisted celebrity'...  'liquidate'....  'move to cell culture extraction'...  'anatomical examination'...  'send to world medical science community'...  'move to soldier canteen room'...  'move to environmental waste'.... 
Title: Re: Manage Alien Containment UI
Post by: Shoes on November 05, 2013, 06:41:27 pm
I like the idea of "% of chance to reveal base location". Other than that, I don't think the aliens would search for survivors and pick them up if there are any.
Title: Re: Manage Alien Containment UI
Post by: Hadan on November 06, 2013, 04:48:42 pm
Number 3.
"Live Aliens <-> Dead Aliens" made me laugh more than it should  :o
Title: Re: Manage Alien Containment UI
Post by: moriarty on November 06, 2013, 05:47:13 pm
Number 3.
"Live Aliens <-> Dead Aliens" made me laugh more than it should  :o

especially considering the arrow to the left  :P
Title: Re: Manage Alien Containment UI
Post by: kharille on November 06, 2013, 05:59:36 pm
How about a size determining factor?  Like 4 sectoids equivalent to 2 floaters to 1 muton?  And maybe 1 reaper equals 4 mutons?
Title: Re: Manage Alien Containment UI
Post by: Hobbit Lord on November 06, 2013, 08:29:18 pm
How about a size determining factor?  Like 4 sectoids equivalent to 2 floaters to 1 muton?  And maybe 1 reaper equals 4 mutons?
honestly I can't see the point

you are interrogating one sectoid and a floater and capture a muton so you have to decide to kill the sectoid or the muton because the 2nd alien containment is a day away from completion?
Title: Re: Manage Alien Containment UI
Post by: Mr. Quiet on November 07, 2013, 03:17:46 am
Someone draw up a cool gritty pixelated picture of alien containments lined up and an area for interrogating aliens.
Title: Re: Manage Alien Containment UI
Post by: mercy on November 07, 2013, 10:13:19 am
Separate "cages" or glass cubes in one containment?
Title: Re: Manage Alien Containment UI
Post by: xracer on November 20, 2013, 09:16:30 am
Hello guys

I prefer the third image however i was thinking

Race/Rank                            Contained              Dispose
Sectoid Janitor                            4         <>            1
Muton Dentist                             1         <>            0