aliens

Author Topic: Manage Alien Containment UI  (Read 22904 times)

Offline Shadow

  • Captain
  • ***
  • Posts: 75
  • Veteran Lieutenant
    • View Profile
Re: Manage Alien Containment UI
« Reply #15 on: November 02, 2013, 05:19:11 pm »
Third picture is probably the most appropriate. Second one is just too crass. :P

Offline MKSheppard

  • Colonel
  • ****
  • Posts: 249
    • View Profile
Re: Manage Alien Containment UI
« Reply #16 on: November 02, 2013, 05:22:00 pm »
"Euthanize Selected".

Liek putting a dog down...

Offline SupSuper

  • Lazy Developer
  • Administrator
  • Commander
  • *****
  • Posts: 2162
    • View Profile
Re: Manage Alien Containment UI
« Reply #17 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*

Offline Man in the Funny Hat

  • Sergeant
  • **
  • Posts: 45
    • View Profile
Re: Manage Alien Containment UI
« Reply #18 on: November 02, 2013, 06:28:28 pm »
Race/Rank:                           Quantity:             Dispose:
Sectoid Janitor                            4         <>            1
Muton Dentist                             1         <>            0

Offline AMX

  • Sergeant
  • **
  • Posts: 35
    • View Profile
Re: Manage Alien Containment UI
« Reply #19 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

Offline Man in the Funny Hat

  • Sergeant
  • **
  • Posts: 45
    • View Profile
Re: Manage Alien Containment UI
« Reply #20 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.

Offline Align

  • Colonel
  • ****
  • Posts: 196
    • View Profile
Re: Manage Alien Containment UI
« Reply #21 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?

Offline Hobbit Lord

  • Captain
  • ***
  • Posts: 64
    • View Profile
Re: Manage Alien Containment UI
« Reply #22 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'

Offline kkmic

  • Commander
  • *****
  • Posts: 582
  • Undefined
    • View Profile
Re: Manage Alien Containment UI
« Reply #23 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
« Last Edit: November 04, 2013, 11:07:36 am by kkmic »

Offline mercy

  • Colonel
  • ****
  • Posts: 341
    • View Profile
Re: Manage Alien Containment UI
« Reply #24 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.
« Last Edit: November 04, 2013, 07:24:04 pm by mercy »

Offline MyThos

  • Sergeant
  • **
  • Posts: 43
    • View Profile
Re: Manage Alien Containment UI
« Reply #25 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.

Offline kharille

  • Colonel
  • ****
  • Posts: 370
    • View Profile
Re: Manage Alien Containment UI
« Reply #26 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'.... 

Offline Shoes

  • Commander
  • *****
  • Posts: 502
    • View Profile
Re: Manage Alien Containment UI
« Reply #27 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.

Offline Hadan

  • Captain
  • ***
  • Posts: 80
    • View Profile
Re: Manage Alien Containment UI
« Reply #28 on: November 06, 2013, 04:48:42 pm »
Number 3.
"Live Aliens <-> Dead Aliens" made me laugh more than it should  :o

Offline moriarty

  • Commander
  • *****
  • Posts: 1421
    • View Profile
    • Luke's OX mod site
Re: Manage Alien Containment UI
« Reply #29 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