OpenXcom Forum

OpenXcom => Suggestions => Topic started by: Unknown Hero on July 04, 2014, 12:44:45 am

Title: [SUGGESTION-UNCUT][#063] Craft - Fuel info
Post by: Unknown Hero on July 04, 2014, 12:44:45 am
When Advanced option "Force craft launch" is set to "YES".

Add info about fuel.

Launch Interception window:

(https://img11.hostingpics.net/pics/222690Infofuellaunch03.png)

Craft send to a Way Point:
Currently, if the player clicks directly the "OK" button, he don't have info about fuel and damage.

(https://img11.hostingpics.net/pics/984263Infofuelpatrolling02.png)

As usual, the images are for explanation only.
Title: Re: [SUGGESTION-UNCUT][#063] Craft - Fuel info
Post by: Falko on July 04, 2014, 01:02:48 am
not more number
do it like this:
Title: Re: [SUGGESTION-UNCUT][#063] Craft - Fuel info
Post by: Unknown Hero on July 04, 2014, 02:54:44 am
I don't completely understand what you try to explain in the case with the option set to "YES", you mean with yellow colored text.

It's not really a problem when the option "Force craft launch" is set to "NO".
The player only need this info when the option is set to "YES", otherwise it's not possible to launch the craft.

So he don't launch the craft if he considers that there is not enough fuel for the task (but he need the % of fuel for that).
Title: Re: [SUGGESTION-UNCUT][#063] Craft - Fuel info
Post by: Hythlodaeus on July 04, 2014, 03:30:40 am
I can tell you this one won't be happening because of translations. Before you think about adding new text fields always consider the current text box size and that some languages have longer words. If it's already somewhat cramped in English, you can bet it won't fit with certain more exotic languages.
Title: Re: [SUGGESTION-UNCUT][#063] Craft - Fuel info
Post by: Unknown Hero on July 04, 2014, 03:42:50 am
I think there is enough space on the second screen.
Also abbreviations may be used in some cases, or add an additional line.

As I said, images are for explanation only, don't focus on how it's displayed.

The goal is to display the info, no matter how.
Title: Re: [SUGGESTION-UNCUT][#063] Craft - Fuel info
Post by: Falko on July 04, 2014, 03:46:29 am
my idea is easy to explain not sure about implementation:

for each (100/wordlength)% filled with fuel one letter of refueling (or whatever translation) is made yellow
in english we have 9 letters so in this example 6of9 are yellow => ~66% filled
ok if your language word has only 3 letter for fuel your control is diminished
Title: Re: [SUGGESTION-UNCUT][#063] Craft - Fuel info
Post by: Unknown Hero on July 04, 2014, 04:49:03 am
Get it! Letters are used as gauge.  :D
May be a bit farfetched.  ???

Don't know if this is the good English expression.

En français dans le texte : " Peut-être un peu tiré par les cheveux. "

Pas de francophone ici ?
No one speaking French language here?

Hoping that a new player understand just by looking at the screen is not won.

Certainly not very understandable in the language of Shakespeare.

En français dans le texte : " Espérer qu'un nouveau joueur comprenne simplement en regardant l'écran, c'est pas gagné ! "

Ou dit dans un style légèrement plus poétique (quoique) :

" Pourrais-je caresser l'espérance, qu'un nouveau joueur comprenne le principe de fonctionnement simplement en regardant l'écran. "  ::) 8)

What ever.

Not a fan of your proposal for display.  :P
Title: Re: [SUGGESTION-UNCUT][#063] Craft - Fuel info
Post by: Hythlodaeus on July 04, 2014, 12:21:12 pm
I think there is enough space on the second screen.
Also abbreviations may be used in some cases, or add an additional line.

As I said, images are for explanation only, don't focus on how it's displayed.

The goal is to display the info, no matter how.

The fuel percentage is already shown on Equip Craft menu, and whenever you select a ship in flight, so there's no need to repeat information. That particular window is already too cramped.
Title: Re: [SUGGESTION-UNCUT][#063] Craft - Fuel info
Post by: yrizoud on July 04, 2014, 08:03:28 pm
Maybe make the ship's spot blink between two colors when it's "close to" needing to head back.
Title: Re: [SUGGESTION-UNCUT][#063] Craft - Fuel info
Post by: Unknown Hero on July 05, 2014, 02:49:09 am
The goal is to avoid to the player the need to go to another screen when the player use the Intercept button, and when the window appears when a craft has reached a waypoint.
Title: Re: [SUGGESTION-UNCUT][#063] Craft - Fuel info
Post by: Hythlodaeus on July 05, 2014, 12:08:06 pm
The goal is to avoid to the player the need to go to another screen when the player use the Intercept button, and when the window appears when a craft has reached a waypoint.
Yet there's a difference between providing information and spamming it everywhere. Having this info on both screens you proposed is utterly useless, because A, you can check it in base with the detail that actually matters (the amount of days/hours it will take to refuel/repair/rearm), and B you can check it when the craft is in flight.
Title: Re: [SUGGESTION-UNCUT][#063] Craft - Fuel info
Post by: Unknown Hero on July 05, 2014, 04:48:14 pm
Quote
Yet there's a difference between providing information and spamming it everywhere. Having this info on both screens you proposed is utterly useless, because A, you can check it in base with the detail that actually matters (the amount of days/hours it will take to refuel/repair/rearm), and B you can check it when the craft is in flight.

It's exactly what I say.

Poor UI convenience.

Why force the player to go to another screen, he need this info now.

Note: For your information, it's Repair > Rearm > Refuel in OpenXcom.
Title: Re: [SUGGESTION-UNCUT][#063] Craft - Fuel info
Post by: Solarius Scorch on July 05, 2014, 05:16:44 pm
I'm definitely with Hythlodaeus here. Sorry, but I don't think I've ever needed this particular info. And I definitely don't want to be bombarded with it.
Title: Re: [SUGGESTION-UNCUT][#063] Craft - Fuel info
Post by: Falko on July 05, 2014, 05:22:37 pm
unknown hero
do you have any experience in gui design making?
my experience there is quite limited but i used guis from horrible to awesome
the guis that are minimalistic while showing the important! stuff are in most cases better then these with all information and options shown
Title: Re: [SUGGESTION-UNCUT][#063] Craft - Fuel info
Post by: Solarius Scorch on July 05, 2014, 05:50:47 pm
unknown hero
do you have any experience in gui design making?
my experience there is quite limited but i used guis from horrible to awesome
the guis that are minimalistic while showing the important! stuff are in most cases better then these with all information and options shown

Yeah, this exactly.

I'm not saying X-com's battlescape GUI is perfect - I've always been frustrated with being unable to see a soldier's rank when assigning armours - but it's mostly just good enough. I very rarely find myself lacking any information that would be relevant to what I am doing. (The battlescape GUI could use some work though.)
Title: Re: [SUGGESTION-UNCUT][#063] Craft - Fuel info
Post by: Unknown Hero on July 05, 2014, 10:44:30 pm
@ Falko

Quote
the guis that are minimalistic while showing the important! stuff

while showing the important! --> my point of view.

Quote
do you have any experience in gui design making?

Yes, years ago, GUI for CD-Rom and Interactive Terminal (Ergonomics).
If an user of an interactive terminal can not find the information he need when he need it, he does not try to find it, he is frustrated, he does not understand, he goes away.
If an user does not need the information available, he does not even notice it, or if he notice it, he forget it without even thinking.
This means that when the necessary information is not available, the UI is not sufficiently adapted.
And, as each user is different, some need this information, others do not need it; but if those who need it do not have the necessary information, the UI is not suitable for most cases.

Sometimes, when possible, the user tries to resolve himself the problem.

An example is with the soldier's name in OpenXCom.
The trick to add some info after soldier's name.
The player can not get the information he wants/needs.
So he tries to find a solution, he writes this information in the field reserved to another function.

The soldier's name.

He adds the needed info at the end of the soldier's name.

Jean-Pierre Lecharmeur --> Jean-Pierre Lecharmeur Sniper

There is not enough space, he reduces the soldier's name, to have enough room.

--> Jean-Pierre Lechar Sniper - React52

--> Jean-Pierre Lec Sniper React52 Psi54

--> Pier Lec Sniper React52 Psi54 PSk68

Same with Craft's names.

SKYRANGER-6 --> SKY06 Australie

INTERCEPTOR-26 --> INTER26 PB-Ca

Typically, it's a player's "Patch" to the UI.

From an usage point of view, it demonstrates that the interface is not good enough, the UI need work.
Go to another screen to have an information is the same, it's just the sign the UI is not optimal, good enough for some but not for others.

Quote
my experience there is quite limited but i used guis from horrible to awesome

It is not necessary that I ask which experience was better.  :)
Title: Re: [SUGGESTION-UNCUT][#063] Craft - Fuel info
Post by: El Yahpo on July 07, 2014, 09:13:41 am
I agree with unkown hero, this can help you choose between interceptors without checking extra screens.
Title: Re: [SUGGESTION-UNCUT][#063] Craft - Fuel info
Post by: niculinux on July 07, 2014, 01:19:16 pm
Very neat feature, plus rather cheap in terms of work, i guess. I agree  ::)