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Author Topic: Some suggestions and ideas  (Read 15205 times)

Offline Unknown Hero

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Some suggestions and ideas
« 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 ;-)


**********

1) Where is the end of the combat area?

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



...and also in the Minimap view.




**********

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.




**********

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!".



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.




**********

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...



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.



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



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)).




**********

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.




**********

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



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.


**********

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



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.


**********

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



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?



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:



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).



**

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.



**

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.




**********

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.


**********

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.
« Last Edit: June 23, 2014, 01:43:10 am by Unknown Hero »

Offline Falko

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Re: Some suggestions and ideas
« Reply #1 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



Offline Aldorn

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Re: Some suggestions and ideas
« Reply #2 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)

Offline Unknown Hero

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Re: Some suggestions and ideas
« Reply #3 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.

Offline Falko

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Re: Some suggestions and ideas
« Reply #4 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

Offline Aldorn

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Re: Some suggestions and ideas
« Reply #5 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

Offline Angelus_EV

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Re: Some suggestions and ideas
« Reply #6 on: June 17, 2014, 07:32:34 pm »
+1

Offline Tarvis

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Re: Some suggestions and ideas
« Reply #7 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

Offline Unknown Hero

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Re: Some suggestions and ideas
« Reply #8 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) ;)



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.



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).



**

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).



*****

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.



*****

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.



**********
***** 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.



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.



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.



**********

27) Research screen.

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



**********

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.



**********

29) Base screen.

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

Available free space in Psionic Laboratory.



*****

Available free space in Alien Containment.



*****

Space used in the General Stores.



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.
« Last Edit: June 22, 2014, 12:45:13 am by Unknown Hero »

Offline Solarius Scorch

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Re: Some suggestions and ideas
« Reply #9 on: June 20, 2014, 05:04:56 am »
24) Soldier Inventory screen.

Add infos in the soldier Inventory screen.



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!

Offline Qpoter

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Re: Some suggestions and ideas
« Reply #10 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.

Offline SupSuper

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Re: Some suggestions and ideas
« Reply #11 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

Emre

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Re: Some suggestions and ideas
« Reply #12 on: June 20, 2014, 06:53:49 pm »
Really awesome ideas.

Offline davide

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Re: Some suggestions and ideas
« Reply #13 on: June 20, 2014, 10:25:48 pm »
I agree with all requests :P

Offline Aldorn

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Re: Some suggestions and ideas
« Reply #14 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 ?
« Last Edit: June 21, 2014, 01:15:16 am by Aldorn »