OpenXcom Forum

OpenXcom => Suggestions => Topic started by: Unknown Hero on June 16, 2014, 02:36:33 am

Title: Some suggestions and ideas
Post by: Unknown Hero on June 16, 2014, 02:36:33 am
Nice to see Open XCom has reached 1.0, congratulations to the Open XCom team,  and to all the supporters ;-)

I had time to regroup some ideas and suggestions.

So, let's go...

All the images are for explanation only, and the bad english language implementation is independent of my will ;-)


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1) Where is the end of the combat area?

Add a red line to show the battle area border...

(https://img11.hostingpics.net/pics/169591RedBorder01.png)

...and also in the Minimap view.

(https://img11.hostingpics.net/pics/433891RedBorder02.png)


**********

2) Sometimes it's difficult to know if a soldier is kneeled or standing.

Reverse the yellow arrow over the soldier when he is kneeled (pointing to the ground when standing (default), and pointing to the top when kneeled), and add a red dot on the kneel button near the kneeled icon.

(https://img11.hostingpics.net/pics/910523Flchegenoux02.png)


**********

3) Tired to click everywhere on the combat area to throw a grenade without knowing if it will work?

When the soldier is ready to throw an object (ex: grenade), moving the mouse cursor over the combat area gives informations.
When the soldier can throw to the selected destination tile, a yellow 3D box is displayed and a message is displayed above the control bar: "Able to throw here!".

(https://img11.hostingpics.net/pics/392961GrenadeRange01.png)

When the soldier cannot throw to the selected destination tile, a red 3D box is displayed and a message is displayed above the control bar: "Out of range!" (or "Unable to throw here!" depending the situation).

The 3D box and the message are updated each time the player move the mouse cursor over the tiles.

(https://img11.hostingpics.net/pics/782647GrenadeRange02.png)


**********

4) Motion Scanner.

The Motion Scanner is an underrated equipment. It's powerful, but a real pain to use.
The player need to draw a diagram on a piece of paper and count the tiles on the combat zone. If only...

(https://img11.hostingpics.net/pics/598842ScannerOpen01.png)

After using the Motion Scanner, all the spotted aliens are indicated by a 3D red box at there locations on the combat area for the whole turn duration.
Spotted XCom soldiers are also indicated if they do not move meantime.

Also, allow the soldiers to use the Mind Probe on the indicated 3D red boxes.

(https://img11.hostingpics.net/pics/764064Scanner01.png)

But look at all these buttons and displays unused... ....clearly the developpers have not had enough time to fully develop the Motion Scanner.

(https://img15.hostingpics.net/pics/934304ScannerOpen06.png)

First, to maintain consistency with the minimap color code (Aliens indicated with blue dots, Xcom soldiers indicated with yellow dots), the Motion Scanner flashing spots should be changed to flashing blue dots for the Aliens, and flashing yellow dots for XCom soldiers (current default color).
Also, during Terror missions, the Civilians flashing dots must adopt a different color to differenciate them (they are also indicated at there locations with 3D boxes the same color on the combat area).

The player can left click on a flashing dots directly on the display to have information about the alien. A red circle is displayed around the flashing blue dot selected.
The top screen to the right displays the alien name (Muton), and the bottom screen displays the Muton sprite. The player can click on the Muton sprite to have advanced information: "The Muton takes 0.6x damage from armour-piercing weaponry.", etc.

**

The top left blue button allows to change the flashing dots displayed. By default all the Battlescape levels are shown, the text "ALL" is displayed over the button.

By left clicking one time the button, only the Level 0 dots are displayed (the text "0" is displayed over the button);
another left click, only the Level 1 dots are displayed (the text "1" is displayed over the button);
another left click, only the Level 2 dots are displayed (the text "2" is displayed over the button);
another left click, only the Level 3 dots are displayed (the text "3" is displayed over the button);
another left click, all the dots on all levels are displayed (the text "ALL" is displayed over the button).

At any time, right clicking one time on the button displays all the dots on all levels (the text "ALL" is displayed over the button).

**

A new device can be researched after the Motion Scanner: the Remote Scanner Probe.

Remote Scanner Probe:

Size: 1 high x 1 wide
Weight: 3
Activating: 50%
Throwing: 25%
Explosions Resistance: 8
Manufacturing: $24,000 for parts, 310 Engineer Hours
Sell Price: $32,100

The Remote Scanner Probe works just like the Motion Scanner, except it only have a detection system, and a data transmission system has been added.
The soldier need to activate it before to throw it to be usable. The Remote Scanner Probe is fragile, so beware when the soldiers throw their grenades (or aliens grenades, and the alien AI can also be educated to destroy them ;-) ).

Once activated, the Remote Scanner Probe automatically sends data to all the Motion Scanners used by soldiers.

**

The top right green button allows to change the data displayed on the Motion Scanner screen. By default the local Motion Scanner data are shown (the one used by the soldier), the text "00" is displayed over the button.

If Remote Scanner Probes were launched, the Motion Scanner can display the transferred data.
Each Remote Scanner Probe gets automatically a number to be recognized.
The first launched Remote Scanner Probe gets the "01" number, the second launched Remote Scanner Probe gets the "02" number, etc.

By left clicking one time the button, the data from the Remote Scanner Probe 01 are displayed (the text "01" is displayed over the button);
another left click, the data from the Remote Scanner Probe 02 are displayed (the text "02" is displayed over the button);
another left click, the local Motion Scanner data are shown (the one used by the soldier), (the text "00" is displayed over the button).

At any time, right clicking one time on the button displays the local Motion Scanner data, (the text "00" is displayed over the button).

**

Left clicking on the bottom left green button allows to access directly the Minimap to have a better evaluation of the situation. All aliens detected by the Motion Scanner and the Remote Scanner Probes are shown on the Minimap. Close the Minimap screen comes back to the Motion Scanner screen.

Once the Motion Scanner is closed, all the spotted aliens by the Motion Scanner and all the Remote Scanner Probes are indicated by a 3D red box at there locations on the combat area for the whole turn duration.
Spotted XCom soldiers are also indicated if they do not move meantime.

**

Clicking on the bottom right red button launches the 1978 Arcade game "Space Invaders" ...just kidding ;-) ...or perhaps as an easter egg by right clicking on the button...

So, left clicking on the bottom right red button selects the first blue flashing dot (just like to directly select a dot on the screen, and a red circle is displayed around the flashing blue dot, the top screen to the right displays the alien name (ex: Muton), and the bottom screen displays the Alien sprite), another left click selects the second blue flashing dot, etc.

**********


**********
***** Added 06/23/2014 - Start
**********

Add an option that allow the Motion Scanner to display non moving units.

"Motion Scanner also detects and displays non moving units" - "YES" - "NO" - (default "NO")

**********
***** Added 06/23/2014 - End
**********


**********

5) You did not notice that one of your soldiers was injured and he just die?

Show the number of Fatal Wounds next to the number of Health on the Control Bar. The yellow number flashes to attract the attention of player (Health "15", Fatal Wounds "2" (flashing yellow number)).

(https://img15.hostingpics.net/pics/584472FatalWounds01.png)


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6) Want to see what does the Medi-Kit to your soldier?

Left click on the Medi-Kit screen background to show the injured soldier information on the Control Bar, the text "(injured unit)" is displayed after the soldier name to inform the player.
The injured soldier information are updated each time the Medit-Kit user click on a button (Pain Killer - Morale info, Stimulant - Energy/Stun info, Heal - Health/Fatal Wounds info).
Another click on the Medi-Kit screen background to show back the information of the Medit-Kit user.

(https://img15.hostingpics.net/pics/147789MediKit003.png)


**********

7) Want to see all the aliens seen by all your soldiers and have quick access to them?

(https://img15.hostingpics.net/pics/529804SpottedAliens001.png)

For the selected soldier, 2 red flashing squares (with number 1 and 2) appears in the right of the Battlescape screen, just above the Control Bar (default).
Left clicking on one of the red flashing squares centers the Battlescape on the alien.

The 2 yellow flashing squares (with number 3 and 4) are spotted aliens seen by the other soldiers.
Left clicking on one of the yellow flashing squares centers the Battlescape on the alien without deselect the current selected soldier.
Right clicking on one of the yellow flashing squares centers the Battlescape on the alien and selects the nearest soldier to this alien with enough TUs to act.


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8 ) Want to be able to directly recrute soldiers after mission?

(https://img15.hostingpics.net/pics/504646HireSoldiersaftermission01.png)

The number of soldiers to hire is automatically set for the right number but the player can change it.
This can also be a prompted separate window.


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9) Want to be able to directly buy missing equipments after mission?

(https://img15.hostingpics.net/pics/119487BuyWeaponsaftermission01.png)

The number of equipments to buy are automatically set for the right number but the player can change them.
This can also be a prompted separate window. Also a separate prompted window can be generated for the missing manufactured equipments.

And, the same when not enough equipments after crafts interception missions.


**********

10) Want to give the same order to all your interception crafts, quickly?

(https://img15.hostingpics.net/pics/142698CTRLOrders01.png)

Press the keyboard CTRL key and left click on the button to give the same order to all your crafts.


**********

11) Suggestion for "Select Armor" screen.

From Geoscape:
Click on BASES button
Select a base
Click on EQUIP CRAFT button
Select a craft
Click on ARMOR button

"Select Armor" screen:

(https://img15.hostingpics.net/pics/290087ArmorwithRank01.png)

Add the soldiers Rank display in this window, if not enough space on the screen, instead display symbols to inform on the soldiers Rank.
Also add the top/down arrows to change the soldiers position.

The player need these info on the screen to distribute the armors, and the convenience to position the soldiers in the craft depending on the armors.

Also, change the "Select Squad for xxxCraft" screen to have the same info and convenience (Name, Craft, Rank, top/down arrows, Armor).


**********

12)  Soldier Inventory.

During combat (equipment phase done, at least turn 1), in the soldier screen display the number of missions performed, the number of kills, and if the soldier is in psionic training. Sometimes I need to known if I can take risks with a soldier (these info can also be displayed on the soldier screen at the base).

When an item is selected display the item weight next to the name (this info can also be displayed on the soldier screen at the base).

(https://img15.hostingpics.net/pics/565113SoldierInfoScreen01.png)

**

When an item is selected from the ground, mouse cursor over the destination slot, display the resulting weight if the player equips the soldier with the item, "34" next to "31/30" in this screen, and display the TUs left if the player equips the soldier, "42" next to "54" in this screen.

(https://img15.hostingpics.net/pics/650357SoldierInfoScreen02.png)

**

When an item is selected from the soldier inventory to move it on the ground (or to move it to another slot in the soldier inventory), mouse cursor over the destination slot, display the TUs left if the player move the item on the ground, "40" next to "42" in this screen.

(https://img15.hostingpics.net/pics/216591SoldierInfoScreen03.png)


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13) Display a window to inform player when there is some free place for psionic training after a combat mission (killed soldier).


**********

14) When the option "Psionic training at any time" is set to "YES", display a window to inform player when a soldier get improved skill or when the soldier psionic state is known (from "Unknown" - "0/+0" to "XX" - "XX/+XX").


**********

15) When the option "Auto-end battle" is set to "YES", and the player has injured soldiers that can be treat with the Medi-Kit, display a window to inform player that there is no more aliens but he can treat his soldiers.

Example:

"There is no more aliens, but you can treat x injured soldier(s), would you like to treat them before quitting the combat?
(with 2 buttons in the window)
"Yes" "End the combat (or No)"


**********

16) Aliens with Blaster Launcher should also have a Plasma Pistol for close combat (and teach the AI to use them).


**********

17) Left clicking on the "Select next unit" button on the Control Bar changes selected soldier (soldier01, soldier02, soldier03, etc.).
Allow right clicking to change the selected soldier in a reverse direction (soldier10, soldier09, soldier08, etc.).


**********

18) In the soldier inventory screen, when an item is selected, press the keyboard shift key and click on a slot equips all the soldiers with the same item in the same slot, if the slot is free.

Also, right clicking on the soldier sprite unload all the soldier items, and press the keyboard shift key and right clicking on a soldier sprite unload all the items for all the soldiers (or/and add some buttons to the screen ;-) ).


**********

19) When an interceptor (Interceptor A) heading towards an UFO, and the UFO was shot down by another interceptor (Interceptor B), the Interceptor A should go back directly to his base instead to go to the UFO crash site, and then go back to his base.


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20) New XCom mission type: Rescue Mission.

When a XCom troop transport (ex: Avenger) is shot down by an UFO instead of being destroyed sometimes there is a crash site with few survivors. And XCom team  have some time (some hours, to be determined) to rescue the survivors (there must be room in the transport to bring back the survivors).

Alien team can also send UFO to the XCom crash site. They gain points if they do and there is a combat mission, but this time XCom has to defend (with few soldiers and some injured soldiers before the rescue XCom team landing, with the rescue crew and crashed crew if the alien come during XCom rescue landing).


**********

21) New Alien mission type: Rescue Mission ;-)

When an UFO is shot down, the alien can sometime send UFO (Battleship or a new UFO type) to rescue the survivors and recover material (Weapons, Alien Alloys, Elerium-115, etc.), they gain points if they do.

If XCom send a troop transport during the alien rescue mission (the rescue UFO has landed (only for 4-5 hours, to be determined)), they have to fight the 2 crews, the crashed UFO crew and the rescue UFO crew.


**********

22) New Alien mission type: Ambush Mission.

Sometimes the Aliens make Ambush Missions, these are exactly the same as the other missions exept they land for more time (to attract XCom team) and there is more troops in the UFO (and some special strong troop like Muton Commando, and/or Terror Units, to be determined), thus XCom has to face much more troop during combat if they land on the site.

There is no info on the Ambush Mission with the Hyper-wave Decoder, the mission appears to be a standard mission (ex: Alien Research, Alien Supply, etc.).


**********

You're finally at the end of the post, thank you for the read.
Title: Re: Some suggestions and ideas
Post by: Falko on June 16, 2014, 03:24:45 am
i put your ideas in 3 categories for me and changed them a bit (my changes are bold)
within these categories i sorted the ideas after my "yeah awesome"-feeling :)

yeah looks interesting! +1 :
02) reverse yellow arrow while kneeling
03) yellow 3D box indicates "can throw" + tooltip
07) yellow flashing squares for alien seen by other xcom agents
05) fatal wounds next Health on Control Bar
01) battle area border
10) CTRL click is click for all open interceptor windows
06) always see the patient controlbar while using medikit
15) always auto heal after mission if "Auto-end battle" (who would say no to the question in 15) ?


nice to have:
16) blaster alien should have plasma pistol
17) always use mouse4+5 works great but not all mouse have those
20-22) new missions
12) show mission/kill in inventory/predict|show TU usage for moving objects
18a) click to (un)equip an items (for one or all agents)
04) Motion Scanner (but i admit i rarely use it)

dont care:
18b) click to (un)equip all items (for one or all agents)
08) recruit while in missionreport
09) buy stuff while in missionreport
11) mini rank symbol/rank column while equipping armor
13) info window if psi lab has free space
14) another info window for finishing first psi training


Title: Re: Some suggestions and ideas
Post by: Aldorn on June 16, 2014, 11:40:20 am
Lots of interesting ideas with nice presentation !

I vote also

yeah looks interesting! +1 :
07) yellow flashing squares for alien seen by other xcom agents
02) reverse yellow arrow while kneeling
03) yellow 3D box indicates "can throw" + tooltip
05) fatal wounds next Health on Control Bar
10) CTRL click is click for all open interceptor windows
06) always see the patient controlbar while using medikit
15) always auto heal after mission if "Auto-end battle" (who would say no to the question in 15) ?
20-22) new missions
12) show mission/kill in inventory/predict|show TU usage for moving objects


nice to have:
17) always use mouse4+5 works great but not all mouse have those
04) Motion Scanner (but i admit i rarely use it)
08) recruit while in missionreport
09) buy stuff while in missionreport

dont care:
18b) click to (un)equip all items (for one or all agents)
11) mini rank symbol/rank column while equipping armor
13) info window if psi lab has free space
14) another info window for finishing first psi training
01) battle area border
18a) click to (un)equip an items (for one or all agents) (for one is already available via Ctrl + Click)
16) blaster alien should have plasma pistol (moddable)
Title: Re: Some suggestions and ideas
Post by: Unknown Hero on June 16, 2014, 09:59:08 pm
@Falko

Thank for your feedback :)

Quote
06) always see the patient controlbar while using medikit

Yes, the Control Bar of the injured soldier can be seen by default.

But left click to switch between the Control Bar of Medit-Kit user and wounded soldier can be useful to avoid to quit the Medit-Kit, look at the TUs left, and reopen the Medit-Kit. Sometimes the player forgets how many TUs the Medit-Kit user has left, and he want to save some TUs to move the Medit-Kit user or to perform another action, so it's quicker this way.

Quote
15) always auto heal after mission if "Auto-end battle" (who would say no to the question in 15) ?

Yes, more simplier and more effective to automatically heal all the wounded soldiers; and the window only appears if the XCom team has not enough Medit-Kit to heal all soldiers, and the player has to choose which soldiers he want to heal (ex: only 1 Medit-Kit with 5 Heals left and 3 soldiers with a total of 8 Fatal Wounds to heal).

The player who systematically sack all wounded soldiers would say No ;)

Quote
17) always use mouse4+5 works great but not all mouse have those

Yes, I think the "standard" computer mouse has only 3 buttons and a mousewheel, it's the case of the one I use ;)

Quote
04) Motion Scanner (but i admit i rarely use it)

The Motion Scanner and the Mind Probe can save a lot of soldiers lives.

Why do you not use the Motion Scanner more frequently?

Not practical.
Too TUs consuming.
No need, I destroy everything.
Others.

And for what do you use it?


*****

@Aldorn

Thank you, it took me a while to do this. :)

Quote
16) blaster alien should have plasma pistol (moddable)

Would the AI use it efficiently?

Same questions, why do you not use the Motion Scanner more frequently? etc.
Title: Re: Some suggestions and ideas
Post by: Falko on June 16, 2014, 10:34:08 pm
Why do you not use the Motion Scanner more frequently?
Tried it once did not "get it" immediately and forgot about it. that was years ago - should i ever got to try a ironman mode game i think i will play more tactical/defensive and will give it a try
Title: Re: Some suggestions and ideas
Post by: Aldorn on June 17, 2014, 03:33:00 am

Would the AI use it efficiently?

Not sure...
I guess it will use it in case of no blaster bombs anymore, but otherwise, I cannot answer you
Title: Re: Some suggestions and ideas
Post by: Angelus_EV on June 17, 2014, 07:32:34 pm
+1
Title: Re: Some suggestions and ideas
Post by: Tarvis on June 18, 2014, 09:58:34 pm
What I'd like to see is when moving an item in the inventory screen during a battle, if it displayed how many TUs it costs to move to a location, next to its name
Title: Re: Some suggestions and ideas
Post by: Unknown Hero on June 20, 2014, 04:48:04 am
More suggestions.

23) Landing/Crash Site windows.

Add infos in Landing/Crash Site windows, sometimes the player can have 2 or 3 troop transports sent to several destinations, and he is occupied to send interceptors to another UFO; and then a troop transport reach his destination but which UFO is it?

As usual, images are for explanation only (this one is so ugly) ;)

(https://img11.hostingpics.net/pics/675537CrashSiteInfo02.png)

Add the starting base name next/under the craft name.
Display infos about the UFO (depending on the radar, standard or Hyper-wave Decoder).
Display if it's Day or Night (Icon or/and text).


**********

24) Soldier Inventory screen.

Add infos in the soldier Inventory screen.

(https://img11.hostingpics.net/pics/826303Soldierscreeninfo03.png)

Red squares with dots show primed grenades and explosives (Smoke Grenade, Grenade and High Explosive in the inventory; Smoke Grenade on the ground (only red dot)).
Red rectangle around the Auto-Cannon shows that it's the active weapon, and "HE" (white text) near the Auto-Cannon shows the loaded ammo.
These infos are dispayed at base and during combat (equipment phase and combat phase).

Yellow rectangle on the "OK" button shows that it's Day (can be replaced by text or icon etc.); black rectangle on the "OK" button to show that it's Night (use of Electro-Flares or incendiary ammos recommended ;) ).
This rectangle (or other sign) is displayed only during the equipment phase before combat.

**

Red dot in the corner near the Smoke Grenade to show it's already primed (in Battlescape).

(https://img11.hostingpics.net/pics/812891ActivatedGrenadecombatscreen02.png)

**

Red rectangle with dot around the Auto-Cannon to show that it's the active weapon, and "HE" (white text) near the Auto-Cannon to show the loaded ammo (in Battlescape).

(https://img11.hostingpics.net/pics/740820SelectedWeaponandAmmoType01.png)

*****

Weapon selected, left click on the "Unload" button allow to unload the weapon on the ground directly (TUs free at the Base and during equipment phase before combat).
Can also be possible during combat but only if enough TUs left to perform all the necessary actions.

(https://img11.hostingpics.net/pics/429105AllowUnloadonground01.png)

*****

Ammo selected, left click on the "Unload" button allow to quickly switch ammo (with compatible weapon).
In this screen the Rocket Launcher is loaded with a Small Rocket ("SR" (white text) near the Rocket Launcher), left clicking on the "Unload" button with the Incendiary Rocket selected will switch the ammo.
Can also be possible during combat but only if enough TUs left to perform all the necessary actions.

(https://img11.hostingpics.net/pics/332657QuickswitchAmmo02.png)

**********
***** Added 06/21/2014 - Start
**********

Ammo selected, left click directly on the weapon also allow to quickly switch ammo (with compatible weapon); thus the player has two ways to do the same action (with the "Unload" button).
Can also be possible during combat but only if enough TUs left to perform all the necessary actions.

Mouse cursor over the weapon (no ammo selected), right click allow to unload the weapon, the ammo goes in the other hand if free (first default destination), or in free slots in the soldier inventory (second default destination), or on the ground (third default destination).
Can also be possible during combat but only if enough TUs left to perform all the necessary actions.

**********
***** Added 06/21/2014 - End
**********


**********

25) Base screen.

More infos on the Base screen.

(https://img4.hostingpics.net/pics/538794Basebuttonsinfo05.png)

Red dot on the "Equip Craft" button shows that a craft armement has not enough ammunition.

The dot can have different colors.

White dot: all right, nothing to report.
Red dot: a craft armement has not enough ammunition (the player must buy it or manufacture it).
Yellow dot: a craft armement has not enough ammunition, but there is a transfert to the base to allow to equip the craft (or a production ongoing).

**

First dot (green) on the "Research" button shows that there is an ongoing research.
Second dot (red) on the "Research" button shows that it's possible to make (at least) another research (the player is wasting money in salaries and the Scientists research nothing ;) ).

The dot can have different colors.

First dot.

White dot: all right, no possible research.
Green dot: there is an ongoing research.
Yellow dot: there is a possible research, but need to wait for a transfert to the base to allow to research.
Red dot: no more research is possible (all effectued), only wasting money (salaries of Scientists).

Second dot.

White dot: all right, no possible research.
Green dot: there is (at least) another an ongoing research (full potential utilised (Scientists or/and space)).
Yellow dot: there is another possible research, but need to wait for a transfert to the base to allow to research.
Red dot: there is (at least) another possible research, (full potential not utilised, and some Scientists are unoccupied).

**

First dot (green) on the "Manufacture" button shows that there is an ongoing production.
Second dot (red) on the "Manufacture" button shows that it's possible to make (at least) another production (the player is wasting money in salaries and the Engineers produce nothing ;) ).

The dot can have different colors.

First dot.

White dot: all right, no possible production (no Engineers, no Workshop).
Green dot: there is an ongoing production.
Yellow dot: there is a possible production, but need to wait for a transfert to the base to allow production.
Red dot: no production is possible (not enough space/materials/money), and wasting money (salaries of Engineers).

Second dot.

White dot: all right, no possible production (no Engineers, no Workshop).
Green dot: there is (at least) another ongoing production (full potential utilised (Engineers or/and space)).
Yellow dot: there is another possible production, but need to wait for a transfert to the base to allow production.
Red dot: there is (at least) another possible production, (full potential not utilised, and some Engineers are unoccupied).

**

Green dot on the "Transfert" button shows that a transfert is en route to the base.

The dot can have different colors.

White dot: all right, nothing to report.
Green dot: a transfert is en route to the base.

**

There is also dots above the base buttons, 6 for each base.

First bottom dot corresponds to the dot on the "Equip Craft" button.

Second top dot corresponds to the first dot on the "Research" button.
Second bottom dot corresponds to the second dot on the "Research" button.

Third top dot corresponds to the first dot on the "Manufacture" button.
Third bottom dot corresponds to the second dot on the "Manufacture" button.

Fourth top dot corresponds to the dot on the "Transfert" button.

So left to right, Crafts, Research, Manufacture, Transfert.
When all the dots are white or green, it's all good.
When some dot are yellow or red, need some tweaks.

*

In this screen the first base (selected) has 3 red dots and 3 green dots (already explained above).

The second base has 1 green dot, a transfert is en route.

The third base has 1 yellow dot, a Craft need ammunition but there is a transfert (or a production ongoing); and 1 green dot, there is effectively a production ongoing (ammunition for the craft).

The fourth base has 1 red dot, a Craft (at least) need ammunition, need some player tweaks.

The fifth base has 1 green dot, production ongoing, it's ok.

The sixth base has 1 green dot, research ongoing, it's ok.

The seventh and the eighth bases are ok.


*****

And also more infos on the Transfert screen.

(https://img11.hostingpics.net/pics/434756Transfertsencours02.png)

Green dot on the "Transfert" button shows that a transfert is en route to the base.

The dot can have different colors.

White dot: all right, nothing to report.
Green dot: a transfert is en route to the base.

*

There is also dot above the base buttons, 1 for each base.

The dot can have different colors.

White dot: all right, nothing to report.
Green dot: a transfert is en route to the base.


**********

26) Soldier List screen.

Add the number of free places in Psi-lab to the screen.

(https://img11.hostingpics.net/pics/482399FreeSlotsPsiTraining01.png)

**********

27) Research screen.

Add the number of available projects that can be researched to the screen.

(https://img11.hostingpics.net/pics/379381AvailableResearchProjects01.png)

**********

28) Sell Items / Sack Personnel screen.

Display the text in red for the items that are not yet been researched to avoid the player to sell them inadvertently.

(https://img4.hostingpics.net/pics/388801NoYetResearched01.png)

**********

29) Base screen.

In Base screen, the mouse cursor over the facilities sprites display additional infos.

Available free space in Psionic Laboratory.

(https://img11.hostingpics.net/pics/392508AvailableSpacePsiLab01.png)

*****

Available free space in Alien Containment.

(https://img11.hostingpics.net/pics/657376AvailableSpaceAliens01.png)

*****

Space used in the General Stores.

(https://img11.hostingpics.net/pics/920595SpaceusedGeneralStores01.png)

Also display the "SPACE USED>XXX.X:XX" info everywhere it appears in the UI even if the option "Storage limits for recovered items" is not set to "YES".


**********

This time, I make it shorter than the first post (I think), thank you for the read.
Title: Re: Some suggestions and ideas
Post by: Solarius Scorch on June 20, 2014, 05:04:56 am
24) Soldier Inventory screen.

Add infos in the soldier Inventory screen.

(https://img11.hostingpics.net/pics/826303Soldierscreeninfo03.png)

Red squares with dots show primed grenades and explosives (Smoke Grenade, Grenade and High Explosive in the inventory; Smoke Grenade on the ground (only red dot)).

I would rather stick to the red dot everywhere to indicate that a grenade is primed. This is partially for visual consistency, but also because I have a perhaps better idea for red rectangles in the inventory: when dragging equipment, the red rectangle around an empty equipment slot could indicate that there is not enough TUs to move the object to this particular slot.

I don't like coloured dots much, I think it's too much information. Plus, making it look good would be hard.

The rest is great!
Title: Re: Some suggestions and ideas
Post by: Qpoter on June 20, 2014, 05:11:43 am
Lots of great ideas here, Unknown. Haven't got the time to look over everything, but I like it so far.
Title: Re: Some suggestions and ideas
Post by: SupSuper on June 20, 2014, 06:45:23 pm
Damn I thought the X-Com UI was complex before, but this is really taking it to the next level. :o
Title: Re: Some suggestions and ideas
Post by: Emre on June 20, 2014, 06:53:49 pm
Really awesome ideas.
Title: Re: Some suggestions and ideas
Post by: davide on June 20, 2014, 10:25:48 pm
I agree with all requests :P
Title: Re: Some suggestions and ideas
Post by: Aldorn on June 21, 2014, 01:03:15 am
A good job from someone who will not stay unknow for a long time to come

You could perhaps update your first message too

If I would have to vote :

23) Nice

24) Not convinced

25) I do not know what to think about the colored dots, I like the efficiency but dislike the look, anyway a good idea to explore, and certainly improve step by step

26) & 27) No opinion

28) Yes, but gray instead of red

29) I like this suggestion


EDIT : or perhaps create a topic for each suggestion
[SUGGESTION PACK] #001 ...
[SUGGESTION PACK] #002 ...
[SUGGESTION PACK] #003 ...

EDIT2 : could it be that you are paid by a concurrent site, just to downraise morale of our dear SupSuper ?
Title: Re: Some suggestions and ideas
Post by: Unknown Hero on June 21, 2014, 04:31:27 am
Thanks to all for your feedback.

@Solarius Scorch

Quote
Quote
24) Soldier Inventory screen.

Add infos in the soldier Inventory screen.

(https://img11.hostingpics.net/pics/826303Soldierscreeninfo03.png)

Red squares with dots show primed grenades and explosives (Smoke Grenade, Grenade and High Explosive in the inventory; Smoke Grenade on the ground (only red dot)).

I would rather stick to the red dot everywhere to indicate that a grenade is primed. This is partially for visual consistency, but also because I have a perhaps better idea for red rectangles in the inventory: when dragging equipment, the red rectangle around an empty equipment slot could indicate that there is not enough TUs to move the object to this particular slot.

I don't like coloured dots much, I think it's too much information. Plus, making it look good would be hard.

Originaly, I just wanted to put red dots on the screen, but I thought it was not visible enough for the explanation, so I added the red squares.
But remember the images are for explanation only; the goal is to have visual infos, thus the player do not need to click everywhere on the screen to have infos.
Colored dots are easy for explanation and are easy to implement, and this can be done another way.

If you think there is too much infos on the screen, perhaps all the additional infos (compared to original XCom) should remain optionnal (exept some non-invasive) so that each player can adjust the UI to his playstyle.

Screen 001:
display this info --> YES
display this info --> YES
display this info --> NO

Personally, I prefer direct visual infos instead of the need to click everywhere, and some needed infos are not accessible from some screens.
I don't like fighting the UI.

I like the idea of red rectangles in the inventory when dragging equipment with not enough TUs.

*****

@Aldorn

Quote
You could perhaps update your first message too

I tried but the post reached the limit of 20,000 characters ;)

Quote
24) Not convinced

25) I do not know what to think about the colored dots, I like the efficiency but dislike the look, anyway a good idea to explore, and certainly improve step by step

28) Yes, but gray instead of red

The efficiency is the goal, the look can be adapted; as I said dots are easy for explanation and the red color more visible.

Quote
EDIT : or perhaps create a topic for each suggestion
[SUGGESTION PACK] #001 ...
[SUGGESTION PACK] #002 ...
[SUGGESTION PACK] #003 ...

There are already 29 points, and all in the same post seems more convenient to find them.

Quote
EDIT2 : could it be that you are paid by a concurrent site, just to downraise morale of our dear SupSuper ?

Do you have a Medi-kit with Pain Killer and Stimulant for him? ;)


**********

Some more ideas :D


30) High Explosive Remote Trigger.

Size: 1 high x 1 wide
Weight: 3
TUs: 25% per use.
Cost: $200
Sell Price: $160

In the soldier Inventory, right click on the High Explosive opens the Set Timer window.

(https://img4.hostingpics.net/pics/170657SetHighExplosive02.png)

Left click on the "Set Timer" text window area makes the High Explosive to go into Remode Control mode.
Left click on any number (doesn't matter) to exit the window.

(https://img4.hostingpics.net/pics/299742SetHighExplosive03.png)

(https://img4.hostingpics.net/pics/998756SetHighExplosiveCombat03.png)

From now the High Explosive can be remote triggered with the High Explosive Remote Trigger.

When used during combat, the High Explosive Remote Trigger activates all the High Explosives into Remode Control mode (there is no selection possible to activate only one or a specific High Explosive, even those carried by others soldiers are triggered, so beware, and especially with alien psionic controlled soldiers).

The standard use is:
set the High Explosive in Remote Control mode,
throw it or put it on the ground,
move away,
use the High Explosive Remote Trigger.

The player can also throw or put on the ground several High Explosives, and then use the High Explosive Remote Trigger to trigger them all.

The High Explosive Remote Trigger is not linked to a specific High Explosive, thus the XCom squad can have more than one High Explosive Remote Trigger to trigger the High Explosives.

*

Perhaps a more advanced version can also be done.
The player also have to set a channel (Channel 01, Channel 02, Channel 03, Channel 04) when he set the High Explosive in remote control mode.
And then, he can select which High Explosives to trigger depending on the selected channel on the High Explosive Remote Trigger.

And perhaps also, a more advanced version for the Proximity Grenade.
The Proximity Grenade can also be set to a channel, and when one Proximity Grenade is activated by an alien, all the Proximity Grenades on the same channel explodes.


**********

31) Anti-Psionic equipment.


**

31a) Anti-Psionic Gas Grenade.

Power: 60 (Smoke)
Size: 1 high x 1 wide
Weight: 3
Priming: 50%
Throwing: 25%
Visual effect: yellowish smoke.

Research needed: live Sectoid Leader/Commander or any rank live Ethereal, live Sectoid Medic.

Research hours: 355
Manufacturing: $2500 for parts, 160 Engineer Hours.
Workspace: 2
Sell Price: $3,750

Effect: Reduces the Alien Psionic Attack success by 15% (85% chance the Alien Psionic Attack success) (to be determined).
Just like the Smoke Grenade, the effect is reduced with time (less smoke) and the efficiency decreases slowly each turn (1% per turn? to be determined).
Affects only XCom soldiers without Power Suit or Flying Suit, Civilians can be affected, Aliens cannot be affected.

Not very efficient, but can improve troop morale and save some lives, and always better than nothing.


**

31b) Anti-Psionic Kit.

Ammo: 10 injections.
Size: 1 high x 1 wide
Weight: 3
TUs: 10 per use of an injection.

Research needed: Medi-Kit, live Sectoid Leader/Commander or any rank live Ethereal, live Sectoid Medic.

Research hours: 480
Manufacturing: $25,000 for parts, 300 Engineer Hours.
Workspace: 2
Sell Price: $35,000

Effect: Reduces the Alien Psionic Attack success by 30% (70% chance the Alien Psionic Attack success) (to be determined).
The effect is also reduced with time and the efficiency decreases slowly each turn (1% per turn? to be determined).

More efficient that an Anti-Psionic Gas Grenade but affects only one soldier, and cannot be cumulated with the Anti-Psionic Gas Grenade effect.


**

31c) Anti-Psionic Suit.

Research needed: Medi-Kit, Mind Probe, Power Suit, Psi-Amp.

Research hours: 355
Manufacturing: $508,000 for parts, 3720 Engineer Hours.
Workspace: 28
Alloys: 7
Elerium: 9
Sell Price: $985,500

Effect: Reduces the Alien Psionic Attack success by 65% (35% chance the Alien Psionic Attack success) (to be determined).


**

31d) Anti-Psionic Flying Suit.

Research needed: Medi-Kit, Mind Probe, Flying Suit, Psi-Amp.

Research hours: 480
Manufacturing: $540,000 for parts, 4120 Engineer Hours.
Workspace: 28
Alloys: 7
Elerium: 20
Sell Price: $1,026,000

Effect: Reduces the Alien Psionic Attack success by 65% (35% chance the Alien Psionic Attack success) (to be determined).

*

Note: The Anti-Psionic Kit effect can also be cumulated with Anti-Psionic Suit/Flying Suit effect, and thus reduces the Alien Psionic Attack success by 95%!! (at least for one turn).


**********
***** Added 06/23/2014 - Start
**********

Changes based and inspired by the Raidau topic (great idea!):

Topic: [BETA] Alternative psionics (hardcore, introducing a new resource) new version
https://openxcom.org/forum/index.php?topic=2129.0 (https://openxcom.org/forum/index.php?topic=2129.0)


**

Synthetic Psioline.

Research needed: Medi-Kit, Psioline, live Sectoid Medic.

Research hours: 480

Knowledge needed to research Synthetized Psioline to allow the manufacture of basic Anti-Psionic equipments.
The Synthetic Psioline is not as powerful that extracted natural Psioline, it only permit the manufacture of less efficient Anti-Psionic equipments.


**

Synthetized Psioline.

Research needed: Synthetic Psioline.

Research hours: 360
Manufacturing: $21,600 for parts, 340 Engineer Hours.
Workspace: 2
Sell Price: $30,240

Part needed to manufacture basic Anti-Psionic equipments (Anti-Psionic Gas Grenade, Anti-Psionic Kit).


**

31a) Anti-Psionic Gas Grenade.

Power: 60 (Smoke)
Size: 1 high x 1 wide
Weight: 3
Priming: 50%
Throwing: 25%
Visual effect: yellowish smoke.

Research needed: Synthetized Psioline.  <-- *** Changes ***

Research hours: 355
Manufacturing: $2,500 for parts, 160 Engineer Hours.
Parts: 1 unit of Synthetized Psioline.  <-- *** Changes - added ***
Workspace: 2
Sell Price: $33,990  <-- *** Changes ***

Effect: Reduces the Alien Psionic Attack success by 15% (85% chance the Alien Psionic Attack success) (to be determined).
Just like the Smoke Grenade, the effect is reduced with time (less smoke) and the efficiency decreases slowly each turn (1% per turn? to be determined).
Affects only XCom soldiers without Power Suit or Flying Suit, Civilians can be affected, Aliens cannot be affected.

Not very efficient, but can improve troop morale and save some lives, and always better than nothing.


**

31b) Anti-Psionic Kit.

Ammo: 10 injections.
Size: 1 high x 1 wide
Weight: 3
TUs: 10 per use of an injection.

Research needed: Medi-Kit, Synthetized Psioline.  <-- *** Changes ***

Research hours: 480
Manufacturing: $25,000 for parts, 300 Engineer Hours.
Parts: 1 unit of Synthetized Psioline.  <-- *** Changes - added ***
Workspace: 2
Sell Price: $65,240  <-- *** Changes ***

Effect: Reduces the Alien Psionic Attack success by 30% (70% chance the Alien Psionic Attack success) (to be determined).
The effect is also reduced with time and the efficiency decreases slowly each turn (1% per turn? to be determined).

More efficient that an Anti-Psionic Gas Grenade but affects only one soldier, and cannot be cumulated with the Anti-Psionic Gas Grenade effect.


**

31c) Anti-Psionic Suit.

Research needed: Medi-Kit, Mind Probe, Power Suit, Psi-Amp, Psioline.  <-- *** Changes ***

Research hours: 355
Manufacturing: $508,000 for parts, 3720 Engineer Hours.
Parts: 2 units of Psioline.  <-- *** Changes - added ***
Workspace: 28
Alloys: 7
Elerium: 9
Sell Price: $985,500 <-- *** to be adjusted ***

Effect: Reduces the Alien Psionic Attack success by 65% (35% chance the Alien Psionic Attack success) (to be determined).


**

31d) Anti-Psionic Flying Suit.

Research needed: Medi-Kit, Mind Probe, Flying Suit, Psi-Amp, Psioline.  <-- *** Changes ***

Research hours: 480
Manufacturing: $540,000 for parts, 4120 Engineer Hours.
Parts: 2 units of Psioline.  <-- *** Changes - added ***
Workspace: 28
Alloys: 7
Elerium: 20
Sell Price: $1,026,000 <-- *** to be adjusted ***

Effect: Reduces the Alien Psionic Attack success by 65% (35% chance the Alien Psionic Attack success) (to be determined).

*

Note: The Anti-Psionic Kit effect can also be cumulated with Anti-Psionic Suit/Flying Suit effect, and thus reduces the Alien Psionic Attack success by 95%!! (at least for one turn).


**********
***** Added 06/23/2014 - End
**********


**********

32) Adrenaline Kit.

Ammo: 10 injections.
Size: 1 high x 1 wide
Weight: 3
TUs: 10 per use of an injection.

Research needed: Medi-Kit.

Research hours: 320
Manufacturing: $19,200 for parts, 300 Engineer Hours.
Workspace: 2
Sell Price: $26,880

Effect: The soldier doubles his Time Units, Energy and Health for 3 turns, and then fall unconscious for the rest of the combat. If he returns to the base, he is wounded for 3 days (in addition to his other injuries if he has one).


**********
***** Added 06/22/2014 - Start
**********

Perhaps it would be better if the Adrenaline Kit is an one use item, so the player need to manufacture it continually.
The soldier can use it on himself, or on another soldier.

**********
***** Added 06/22/2014 - End
**********


**********
***** Added 06/23/2014 - Start
**********


Add more possibilities to the OpenXCom engine to have more flexibility for uses of item, and consequences of using them.

I don't know if some of them are already possible.

I will explain this with the Adrenaline Kit as example.

Add the possibilities to:

- be able to set the effects on soldier skills (ex: doubles/adds X soldier Time Units, Energy and Health for X turns; the soldier fall unconscious for X turns/the rest of the combat; can/cannot be revived with Medi-Kit Stimulant before X turns/the rest of the combat). 

- limit the use of Adrenaline Kit to a fixed number of uses on the same soldier (ex: the use of Adrenaline Kit is limited at 1/X use per mission, and to 10/X missions max per soldier during all the same game).

- each use of an Adrenaline Kit on a soldier augments the soldier wounded time at base (first use, soldier wounded for 3 days; second use on the same soldier, soldier wounded for 4 days; third use on the same soldier, soldier wounded for 4 days; etc.).

- each use of an Adrenaline Kit on a soldier reduces his skills at base for the entire game/for a fixed number of days (ex: Reactions skill reduced by 3 points for X days/the rest of the game, Stamina skill reduced by 5 points for X days/the rest of the game, Health skill reduced by 2 points for X days/the rest of the game, etc.).

- each use of an Adrenaline Kit on a soldier (after the primary effect (bonus) dissipated) reduces his skills during combat for X turns/the rest of the combat (ex: Reactions skill reduced by 3/X points for X turns/the rest of the combat, Stamina skill reduced by 5/X points for X turns/the rest of the combat, Health skill reduced by 2/X points for X turns/the rest of the combat, etc.).

All of these can even be different for each soldier depending on his Health/Stamina/Etc. skills.


**********
***** Added 06/23/2014 - End
**********


**********

@SupSuper

Quote
Damn I thought the X-Com UI was complex before, but this is really taking it to the next level. :o

Do you want an Adrenaline Kit?

But don't abuse it!  ;D
Title: Re: Some suggestions and ideas
Post by: Aldorn on June 21, 2014, 12:18:22 pm
31) => Have a look at THIS THREAD (https://openxcom.org/forum/index.php?topic=2129.0), there are nice other ideas about anti-psionic theory
I like the idea of the psioline, extracted from alien corpses
And this PSIONIC PERSONAL ARMOR (https://openxcom.org/forum/index.php?topic=2129.msg23527#msg23527) is exactly what you propose for power and flying suits
Title: Re: Some suggestions and ideas
Post by: niculinux on June 21, 2014, 02:28:19 pm
Neat ones, glad tomsee them as options, not mods ;)
Title: Re: Some suggestions and ideas
Post by: redrat9595 on June 22, 2014, 01:02:51 am
Posted this two days ago but it didn't show up...? Probably my own fault, but it lets me reply to all the new stuff so whatever.

I really like a lot of these; the biggest issue I see is how small that scroll bar in the advanced options menu is going to be if we add them (because some of these really need to be options, whether I'd be okay with them going straight in or not).

1. Like it a lot, but I'm feeling some immersion issues here. Gray would be better, I think, at least for the actual Battlescape.
3. Please make this happen. Please. It would probably shorten a campaign's time by like two hours cumulatively.
4. Great up until the alien ID point. They're just motion scanners; they aren't supposed to know anything else. I think the other features could make it a bit OP, but I'd definitely start using it for once if these were available.
5. Write it as 15/2 and you have my vote. The slash provides necessary clarity, I think.
6. A good portion of the names are too long to fit them and the "(injured unit)," especially in some of the other languages. The unit being healed could get a blank rank slot (like a tank would) or some similar indicator during the healing process.
7. That could run clear up the side of the screen pretty quickly. A hotkey for toggling it on and off would be necessary for this, similar to the "Toggle Personal Lighting" button (it's under controls in the options menu if you don't know).
8/9. Please. It could be integrated directly into the list that's already there. It's the only reason I still have to keep scrap paper nearby.
12. The weight and TU stuff would be great, even though I have most of it memorized at this point.
15. Yeah, I like this. I've always felt a bit cheated by the huge wounded times when there are kits on board.  I think the conclusion that was arrived at on most of the old X-COM forums was that it was the craft travel time that made the fatal wounds become more wait time. But if the kits are right there, and missions take practically no time as far as the Geoscape is concerned, patch everyone up on the way out!
16. Don't know if they'll use it, but you could certainly give it to them with a very simple deployment ruleset.
17. I know there's a hotkey for it, but I would love this so much. I actually tried when I first started playing OXC, hoping it was one of those unlisted features.
23. Day/night indicator would be nice.
24. The unloading and switching ammunition things would be great. Primed indicators would also be nice. Instead of text for ammunition type, you could also have dots for the weapons (red for HE, orange for IN, blue for AP, gray for smoke, purple for stun...).
25. I like where your head's at, but I think this one is a bit too much (even though I just proposed a dot system for ammunition. :P).
28/29. These would be great. I think unresearched list items should be a gray or something to fit the color scheme.
32. I was going to leave the mod stuff alone, but this one could be really fun (especially if percentages for firing were taken from original TU value and accuracy was lowered).

I'd like to propose one of my own, now (attached). Having to go multiple screens over to reorder a bunch of rookies that are going to die anyway can get a bit annoying. As such, an inventory button added to the Select Squad page would be really nice.

Thanks,
Red
Title: Re: Some suggestions and ideas
Post by: darkestaxe on June 22, 2014, 10:13:19 pm
There are some really great ideas here, but could we break them up?

It's this huge wall of proposals. Maybe if they were categorized it would help.

Hovering base facilities should do a ratio (Living Quarters: 2/3 used, 83/150 personnel)
Title: Re: Some suggestions and ideas
Post by: Unknown Hero on June 23, 2014, 02:21:13 am
@ Aldorn

Great thread!  :)

Yes, a really great idea.

I like the Psioline concept and that Psioline must be extracted from LIVE psionic aliens.  ;)

But I don't like to much the 100% immunity against psi attacks (personal armor, power suit, flying suit), too categorical.
This is why I used the percentages of reduction in my proposal 31) Anti-Psionic equipment.

Don't know if the OpenXcom engine can already support % reduction for alien Psi Attack instead of artificially augment the soldier Psi Strength.

At first, I wanted it to be necessary to use parts (1 Medi-Kit, 1 Mind Probe, 1 Power/Flying Suit, 1 Psi-Amp) to produce an Anti-Psionic Power/Flying Suit, but then I thought it would be easier to integrate them directly during the manufacturing process as they can all be manufactured (hence their high costs and required research).
This is also why I had not integrated the Personal Armor in my proposal, too easy to get.

But with the Psioline concept, and Psioline extraction, why not.

Quote
From Raidau:

"The most effective usage for psi-armor is equipping your trained veterans who ocassionally have low psi-strength."

This was exactly my goal, sometimes you have great soldiers but they have poor Psi Strength.  :)

*

Yes, the 'psioline' colored armor by clownagent is well done.

*

I'll add Synthetic Psioline to my proposal to allow the manufacture of the Anti-Psionic Gas Grenade and the Anti-Psionic Kit equipments.


*****

@ redrat9595

Quote
Posted this two days ago but it didn't show up...?

Nope.

Quote
1. Like it a lot, but I'm feeling some immersion issues here. Gray would be better, I think, at least for the actual Battlescape.
5. Write it as 15/2 and you have my vote. The slash provides necessary clarity, I think.
6. A good portion of the names are too long to fit them and the "(injured unit)," especially in some of the other languages. The unit being healed could get a blank rank slot (like a tank would) or some similar indicator during the healing process.
28/29. These would be great. I think unresearched list items should be a gray or something to fit the color scheme.

As I said before, the images are for explanation only.
The colors, symboles, icons, texts, etc. can be changed; the goal is to have visual information and a convenient UI to use.

Quote
3. Please make this happen. Please. It would probably shorten a campaign's time by like two hours cumulatively.

This is completely beyond my control, I am not a programmer, I will only make suggestions and submit ideas.  :)

Quote
4. Great up until the alien ID point. They're just motion scanners; they aren't supposed to know anything else. I think the other features could make it a bit OP, but I'd definitely start using it for once if these were available.

I think there is a great difference between a Muton and a Celatid, the volume (cm3) is not really the same,  :D  thus the signal received is quite different and can be easily decoded by the Motion Scanner; and it only gives infos about the life form, the player need a Mind Probe (another underrated equipment) to have infos about rank, unit state and weapons.
Also, look at this big display unused.  :)
I don't think they are too OP, some are for player convenience use (direct access to the Minimap); and the Remote Scanner Probe need TUs for use (to activate and throw it) and it's only infos about aliens (it's a good tactic to have infos), you still need to kill them.
Also it can be really fun to use it, and in any case it should be an option, freedom to the players to use it or not.  :)

Quote
7. That could run clear up the side of the screen pretty quickly. A hotkey for toggling it on and off would be necessary for this, similar to the "Toggle Personal Lighting" button (it's under controls in the options menu if you don't know).

I really don't think so. There rarely would have more than, how many?, 10 aliens seen by all soldiers at the same time.

Quote
8/9. Please. It could be integrated directly into the list that's already there. It's the only reason I still have to keep scrap paper nearby.

So you are also using pencil and paper.  It's annoying isn't it?  :D

Quote
12. The weight and TU stuff would be great, even though I have most of it memorized at this point.

Think for new players.  :)

Quote
15. Yeah, I like this. I've always felt a bit cheated by the huge wounded times when there are kits on board.

This was exactly my point, there is a great difference between a soldier wounded for 45 days and a soldier wounded for 7 days.  ;)

Quote
16. Don't know if they'll use it, but you could certainly give it to them with a very simple deployment ruleset.

I think the AI need some tweaks here, as it's quite easy to fight them in close combat.

Quote
17. I know there's a hotkey for it, but I would love this so much. I actually tried when I first started playing OXC, hoping it was one of those unlisted features.

I would play the game only with the mouse, and tried to right click on this button so many times.  ;)

Quote
23. Day/night indicator would be nice.

I would say essential, sometimes the limit between night and day is very thin "It's surely Day time, Oh no, it's dark everywhere".  :)

Quote
24. The unloading and switching ammunition things would be great. Primed indicators would also be nice. Instead of text for ammunition type, you could also have dots for the weapons (red for HE, orange for IN, blue for AP, gray for smoke, purple for stun...).

Some players seems to not like colored dots.  ;D

Quote
25. I like where your head's at, but I think this one is a bit too much (even though I just proposed a dot system for ammunition. :P).

I get tired to click everywhere on all the buttons, it' a reel pain with several bases, whereas a visual information would be much more efficient. This may also be a screen option.

Quote
32. I was going to leave the mod stuff alone, but this one could be really fun (especially if percentages for firing were taken from original TU value and accuracy was lowered).

Yes, some nice new tactics to test, with some decisions to make during combat concerning future penalties for soldiers. Definitively a lot of fun to use.  ;D
And I have already planned to add several options for this one later.  8)

Quote
I'd like to propose one of my own, now (attached). Having to go multiple screens over to reorder a bunch of rookies that are going to die anyway can get a bit annoying. As such, an inventory button added to the Select Squad page would be really nice.

Definitively, nice to have, make a game request for it.

A lot more can be done with the UI, but is that programmers will survive???  :D

But don't be so rude with your rookies, use the Motion Scanner.  ;)


*****

@ darkestaxe

Quote
There are some really great ideas here, but could we break them up?

It's this huge wall of proposals. Maybe if they were categorized it would help.

Thanks. This literally would flood the Suggestions forum.

I have already make separate requests in the OpenXcom wishlist:
https://openxcom.org/bugs/openxcom/issues/wishlist (https://openxcom.org/bugs/openxcom/issues/wishlist)
I don't know if it's redundant with this forum.

Quote
Hovering base facilities should do a ratio (Living Quarters: 2/3 used, 83/150 personnel)

Good idea.
Title: Re: Some suggestions and ideas
Post by: CoolKid on June 23, 2014, 07:34:56 am
OMG! That's a lot of text! :o. Are you a journalist? ;D.

It seems most of your suggestions mainly for user/beginner friendly interface. So much details. And that's great. But most of old games are very complex and it's far from beginner friendliness but it also the main attraction for people who likes old games because it's interesting and superfun.

My point is: "is it necessary to put that much details?". I think the current OXC is easy enough to understand "how to play" for most people.

This all just my personal opinion :).

Anyway, I really want those mark for primed grenade and throwing icon/tooltips where it's possible or not to throw.
Title: Re: Some suggestions and ideas
Post by: Aldorn on June 23, 2014, 09:36:29 am
My point is: "is it necessary to put that much details?". I think the current OXC is easy enough to understand "how to play" for most people.
Having some/most of them as options...


We like so much options...  8)
Title: Re: Some suggestions and ideas
Post by: Unknown Hero on June 23, 2014, 06:50:12 pm
@ CoolKid

Quote
It seems most of your suggestions mainly for user/beginner friendly interface. So much details. And that's great. But most of old games are very complex and it's far from beginner friendliness but it also the main attraction for people who likes old games because it's interesting and superfun.

A complex game doesn't necessarily mean a pain to use UI.  :)
The more complex a game is, the more convenient and easy to use the UI should be.

And a convenient UI does not remove anything to the game complexity, and the game will remain interesting and fun.  :D

The player should concentrate on fighting aliens, not fighting the UI.  ;)

Quote
My point is: "is it necessary to put that much details?". I think the current OXC is easy enough to understand "how to play" for most people.

These are not really "details", the goal is a more friendly UI.
Examples:
the player has to select a grenade to know if it's primed,
the player has to select a weapon to know if it's loaded,
the player has to select a weapon to know the ammo type,
etc.

This is a lot of clicks, even more with a lot of soldiers to check.
Just display visually all these infos, no need for clicking, just look at the screen.  :D

The same for the bases, the player has to check research, manufacture, crafts, etc. for all bases clicking many times on buttons to check these, to know if action are needed, ...just show it.  :D

Quote
Anyway, I really want those mark for primed grenade and throwing icon/tooltips where it's possible or not to throw.

All players will prefer to play the game differently, you choose this, another will prefer something else, etc.  :)
As the game has great possibilities for modding and experiments (that's great), therefore addings should be the most possible optional.

*****

@ Aldorn

Quote
Having some/most of them as options...


We like so much options...  8)

Yeah, options is the way to go.  ;D
Title: Re: Some suggestions and ideas
Post by: Falko on June 23, 2014, 07:35:40 pm
i will not go through everithing
unfortnatelly you put a lot of suggestions in one point so everithing i do not talk about i dont care about
24)
"HE" and "AP" seems to work but where do you get these strings?
what about ICENDARY ROCKET,  ALIEN ALLOY SHUTGUN CLIP ...  and depending on langugae they go over the armor and possiblei over other itemslots
grenades i would like to see a number in the corner (similar to itemscreen) "-" not primed, 0,1,... turns the grenade has left
the display of such additional information should be controlled by hotkey if i press "shift" i see more info then they can show the normal name

grenades is primesd .. just use the same mechanic as "nr of bullets" to show remaining turns/"-" - can you unprime grenades?

unloading with both hands full could be made if a rule like if TU>=(unloadTU+max(inv->ground for all inv)) so you can at least drop the item - if TU is less use the old mechanic

i dont like automatic ammoswitch .. that leads to the logic tries to be smarter than me ..
now 7 clicks: 2 clicks to free your second hand, 2 click weapn drop on unload, 3 clicks move ammo1 from hand to ammo2 and put ammo2 in weapon=
if the above is implemented switching a rocket are 4 click
the aitomatic version would be 2 clicks.. but 7=>4 clicks is enough imho

25)
a lot of dots i dont care about
26)
ok
28)
red coloring items has that are not researched some logic issues
e.g  you can research a leader before you researched alien origins
is the leader now red or not.. will it become red later if you got the requisites...
what about mods that add items that are not usable for you (requires: STR_ALIEN_ONLY)
29)
ok +1 (especcialy for stores)
31)
i just want the option ammunition for psi (and mindprobe?) and/or itemreplacment the rest one can mod ) https://openxcom.org/forum/index.php?topic=2350.0)

in regard to options
yeah put up more option but first make subpages
if the optionspage scrolls longer then 10 pages its useless
on second thought not more options!
red dots on gerenades in inventory YES/NO
red square an weapons YES/NO
show amunnition name  always/hotkey/NO
indicate day night in inventory YES/NO
show ufo info in battle start display YES/NO
enable easier unloading YES/NO
dot "A" in base YES/NO
dot "B" in base YES/NO
dot "C" in base YES/NO
dot "D" in base YES/NO
...

Title: Re: Some suggestions and ideas
Post by: Unknown Hero on June 23, 2014, 10:29:05 pm
@ Falko

Quote
i will not go through everithing
unfortnatelly you put a lot of suggestions in one point so everithing i do not talk about i dont care about

My fault, I had less suggestions at start and they grew slowly.  :)
I will certainly split the OP to separated threads when I have some time, be prepared for the flooding.

Quote
24)
"HE" and "AP" seems to work but where do you get these strings?
what about ICENDARY ROCKET,  ALIEN ALLOY SHUTGUN CLIP ...  and depending on langugae they go over the armor and possiblei over other itemslots
grenades i would like to see a number in the corner (similar to itemscreen) "-" not primed, 0,1,... turns the grenade has left
the display of such additional information should be controlled by hotkey if i press "shift" i see more info then they can show the normal name

This is only graphic stuff, no strings used. Only for explanation, it's better to explain with images.

A picture is worth a thousand clicks words, ...with visual infos, just look at the image.  :D

I am not a programmer, and I don't know how rulesets work for the time being; perhaps I would try to understand how they work, but later, much later.  :-\

Quote
"-" not primed, 0,1

Like this idea, the more visual infos, the better.

Quote
the display of such additional information should be controlled by hotkey if i press "shift" i see more info then they can show the normal name

I would prefer a permanent state for the infos displayed on the screen (so each player can play his way, (standard infos displayed/advanced infos displayed) instead of the need to use the keyboard.
I prefer to only use the mouse when I play a game.

A small button somewhere on the screen (even if this button is only visible when mouse over) to toggle on/off all the additional infos displayed, and the player can select which infos he want displayed on each screen in the options screen.

This way everyone is happy.  :)

Quote
can you unprime grenades?

A grenade can be unprimed at base, or during equipment base before combat, but not during combat; you can only prime it, and then throw it.
I wish it could be unprimed during combat; sometimes I prime a grenage with a soldier and he has not enough TUs to throw it, and the next turn, I don't need it anymore (quite dangerous).
Perhaps a feature request to be suggested.  8)

Quote
unloading with both hands full could be made if a rule like if TU>=(unloadTU+max(inv->ground for all inv)) so you can at least drop the item - if TU is less use the old mechanic

Certainly, the goal is to make it works.  :)

Quote
i dont like automatic ammoswitch .. that leads to the logic tries to be smarter than me ..
now 7 clicks: 2 clicks to free your second hand, 2 click weapn drop on unload, 3 clicks move ammo1 from hand to ammo2 and put ammo2 in weapon=
if the above is implemented switching a rocket are 4 click
the aitomatic version would be 2 clicks.. but 7=>4 clicks is enough imho

Seems you love to click on the screen.  ;D

For me the less clicks, the better.

Also why force the player to use a way instead of another?

If his instinct told him to load the weapon directly without going through all phases, let do it that way.

Some players will use a way others will use other ways, their choices.

Quote
25)
a lot of dots i dont care about

Your choice, not everyone choice.  :)

Quote
28)
red coloring items has that are not researched some logic issues
e.g  you can research a leader before you researched alien origins
is the leader now red or not.. will it become red later if you got the requisites...
what about mods that add items that are not usable for you (requires: STR_ALIEN_ONLY)

Don't understand your viewpoint, if you need a Leader (for whatever research) you need a Leader.  :D

Quote
31)
i just want the option ammunition for psi (and mindprobe?) and/or itemreplacment the rest one can mod )

Quoting myself:

"Don't know if the OpenXcom engine can already support % reduction for alien Psi Attack instead of artificially augment the soldier Psi Strength."

Quote
Spoiler

Yes, the possibility to choose the displayed infos on the screens.  ;)


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Added 06/27/2014 - Start
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Links to separate threads for better convenience:

https://openxcom.org/forum/index.php?topic=2388.0 (https://openxcom.org/forum/index.php?topic=2388.0) --> [SUGGESTION-CUT][#001] Combat area border

https://openxcom.org/forum/index.php?topic=2389.0 (https://openxcom.org/forum/index.php?topic=2389.0) --> [SUGGESTION-CUT][#002] Soldier, kneeled or not kneeled?

https://openxcom.org/forum/index.php?topic=2390.0 (https://openxcom.org/forum/index.php?topic=2390.0) --> [SUGGESTION-CUT][#003] Grenade, to throw or not to throw?

https://openxcom.org/forum/index.php?topic=2391.0 (https://openxcom.org/forum/index.php?topic=2391.0) --> [SUGGESTION-CUT][#004] Motion Scanner without pencil and paper

https://openxcom.org/forum/index.php?topic=2392.0 (https://openxcom.org/forum/index.php?topic=2392.0) --> [SUGGESTION-CUT][#005] Why are you dead? (Fatal Wounds)

https://openxcom.org/forum/index.php?topic=2393.0 (https://openxcom.org/forum/index.php?topic=2393.0) --> [SUGGESTION-CUT][#006] Medi-Kit - Is this enough?

https://openxcom.org/forum/index.php?topic=2394.0 (https://openxcom.org/forum/index.php?topic=2394.0) --> [SUGGESTION-CUT][#007] But where are they? (Aliens location)

https://openxcom.org/forum/index.php?topic=2395.0 (https://openxcom.org/forum/index.php?topic=2395.0) --> [SUGGESTION-CUT][#008] Directly recrute soldiers after mission

https://openxcom.org/forum/index.php?topic=2396.0 (https://openxcom.org/forum/index.php?topic=2396.0) --> [SUGGESTION-CUT][#009] Directly buy missing equipments after mission

https://openxcom.org/forum/index.php?topic=2397.0 (https://openxcom.org/forum/index.php?topic=2397.0) --> [SUGGESTION-CUT][#010] Same order to all your interception crafts, quickly

https://openxcom.org/forum/index.php?topic=2398.0 (https://openxcom.org/forum/index.php?topic=2398.0) --> [SUGGESTION-CUT][#011] "Select Armor" screen

https://openxcom.org/forum/index.php?topic=2399.0 (https://openxcom.org/forum/index.php?topic=2399.0) --> [SUGGESTION-CUT][#012] UI enhancement - Infos - Soldier Inventory Screen - 01

https://openxcom.org/forum/index.php?topic=2400.0 (https://openxcom.org/forum/index.php?topic=2400.0) --> [SUGGESTION-CUT][#013] Free place for psionic training (display a window)

https://openxcom.org/forum/index.php?topic=2401.0 (https://openxcom.org/forum/index.php?topic=2401.0) --> [SUGGESTION-CUT][#014] Soldier improved at psionic training (display a window)

https://openxcom.org/forum/index.php?topic=2402.0 (https://openxcom.org/forum/index.php?topic=2402.0) --> [SUGGESTION-CUT][#015] Auto heal for all wounded soldiers ("Auto-end battle" on)

https://openxcom.org/forum/index.php?topic=2403.0 (https://openxcom.org/forum/index.php?topic=2403.0) --> [SUGGESTION-CUT][#016] Plasma Pistol, aliens Blaster Launcher (close combat)

https://openxcom.org/forum/index.php?topic=2404.0 (https://openxcom.org/forum/index.php?topic=2404.0) --> [SUGGESTION-CUT][#017] Right click to reverse soldiers selection (Control Bar)

https://openxcom.org/forum/index.php?topic=2405.0 (https://openxcom.org/forum/index.php?topic=2405.0) --> [SUGGESTION-CUT][#018] UI enhancement - Soldier Inventory Screen - 02

https://openxcom.org/forum/index.php?topic=2406.0 (https://openxcom.org/forum/index.php?topic=2406.0) --> [SUGGESTION-CUT][#019] Interceptor behavior change

https://openxcom.org/forum/index.php?topic=2407.0 (https://openxcom.org/forum/index.php?topic=2407.0) --> [SUGGESTION-CUT][#020 #021 #022] New missions type - Rescue - Ambush

https://openxcom.org/forum/index.php?topic=2408.0 (https://openxcom.org/forum/index.php?topic=2408.0) --> [SUGGESTION-CUT][#023] Landing/Crash Site windows

https://openxcom.org/forum/index.php?topic=2409.0 (https://openxcom.org/forum/index.php?topic=2409.0) --> [SUGGESTION-CUT][#024] UI enhancement - Infos - Soldier Inventory screen - 03

https://openxcom.org/forum/index.php?topic=2410.0 (https://openxcom.org/forum/index.php?topic=2410.0) --> [SUGGESTION-CUT][#025] UI enhancement - Infos - Base screen - 01

https://openxcom.org/forum/index.php?topic=2411.0 (https://openxcom.org/forum/index.php?topic=2411.0) --> [SUGGESTION-CUT][#026] Soldier List screen - free places at Psi-lab

https://openxcom.org/forum/index.php?topic=2412.0 (https://openxcom.org/forum/index.php?topic=2412.0) --> [SUGGESTION-CUT][#027] Research screen - available projects to research

https://openxcom.org/forum/index.php?topic=2413.0 (https://openxcom.org/forum/index.php?topic=2413.0) --> [SUGGESTION-CUT][#028] Can I sell this stuff? - Sell Items/Sack Personnel screen

https://openxcom.org/forum/index.php?topic=2414.0 (https://openxcom.org/forum/index.php?topic=2414.0) --> [SUGGESTION-CUT][#029] UI enhancement - Infos - Base screen - 02

https://openxcom.org/forum/index.php?topic=2415.0 (https://openxcom.org/forum/index.php?topic=2415.0) --> [SUGGESTION-CUT][#030] New Equipment - High Explosive Remote Trigger

https://openxcom.org/forum/index.php?topic=2416.0 (https://openxcom.org/forum/index.php?topic=2416.0) --> [SUGGESTION-CUT][#031] New Equipment - Anti-Psionic equipment

https://openxcom.org/forum/index.php?topic=2417.0 (https://openxcom.org/forum/index.php?topic=2417.0) --> [SUGGESTION-CUT][#032] New Equipment - Adrenaline Kit


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Added 06/27/2014 - End
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Title: Re: Some suggestions and ideas
Post by: xracer on July 03, 2014, 03:04:54 am
I like a lot of the ideas, but i think it gets to a point of info overload :0

i think maybe having some info available is great and access to different parts of the system is great but you also want to keep things somewhat cohesive so that the player knows where to go if they need something.