Evolve menu reorganization
Shrike3O
Join Date: 2002-11-03 Member: 6678Members, Constellation
<div class="IPBDescription">Cuz the current one is kind of slow.</div>1. State the problem/Issue you are tackling.
I find the dynamic layout of upgrades on the Evolve menu to be aggravating. I tend to have to mouseover each while picking it up to make sure I'm getting the right one, and it doesn't provide any information regarding the level of that upgrade available.
2. Suggestion or solution.
Establish fixed/shadow positions for each of the upgrades on the Evolve menu, and have them reflect the level of upgrade available.
3. Description and implementation.
Lay out all of the upgrades in a radial format; shell to the left, veil to the right, spur down below, whip up above the image of the lifeform you've selected in the middle. There will be some sort of visual indicator if there's any upgrade structures of that type, and if there's a hive of that type. If the upgrade isn't researched yet, it'll be shadowed out. If it is researched, there will be some sort of visual indicator as to whether or not it's fully upgraded (be it stacked images like NS1, or a 1/3, 2/3, 3/3 ring around the image, or some such. This will let players quickly check if the upgrades they want are online and allow them to select them using muscle memory, rather than looking at a variable list.
4. Reason you are submitting (not found on search/ expanded out of current discussion/ old thread has train wrecked etc).
Not found on search.
I find the dynamic layout of upgrades on the Evolve menu to be aggravating. I tend to have to mouseover each while picking it up to make sure I'm getting the right one, and it doesn't provide any information regarding the level of that upgrade available.
2. Suggestion or solution.
Establish fixed/shadow positions for each of the upgrades on the Evolve menu, and have them reflect the level of upgrade available.
3. Description and implementation.
Lay out all of the upgrades in a radial format; shell to the left, veil to the right, spur down below, whip up above the image of the lifeform you've selected in the middle. There will be some sort of visual indicator if there's any upgrade structures of that type, and if there's a hive of that type. If the upgrade isn't researched yet, it'll be shadowed out. If it is researched, there will be some sort of visual indicator as to whether or not it's fully upgraded (be it stacked images like NS1, or a 1/3, 2/3, 3/3 ring around the image, or some such. This will let players quickly check if the upgrades they want are online and allow them to select them using muscle memory, rather than looking at a variable list.
4. Reason you are submitting (not found on search/ expanded out of current discussion/ old thread has train wrecked etc).
Not found on search.
Comments
you got a VERY good point there, this should be displayed somehow.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->be it stacked images like NS1<!--QuoteEnd--></div><!--QuoteEEnd-->
i'd prefer something else, because people might think there are higher levels for frenzy and swarm...
as a side note, does anybody know what kind of benefit you get for building multiple shells? does it reduce the cloaking-delay?
This is mistaken.. I will give you screenshots in a moment. The size of the icon tells you what level upgrade you have.
-----Edit-------
Screenshot:
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/caralevels.png" border="0" class="linked-image" />
Multiple shells provide lvl 1, 2 or 3 of cara or regen. Veils are cloaking, and again offer level 1, 2 or 3, depending on number of veils.
OP says he mouses over the icons to 'Make sure he has the right one'. That is what is slowing him down. Why can't he just recognise the symbol on the circle and click it?
Carapace and Regen even have it written on there, why do you need to do anything other than click them immediately?
There may be better systems out there, but the OP specifically said there was NO WAY of telling what level the upgrades were. This is incorrect and the point of my correction post :)
That is the idea, but currently with Spark lacking transparency, cloak is nothing more then 100% invisible and 100% visible and more veils do not reduce cloaking delay (it should if you ask me :P). So one veil is actually enough...
Long enough that I posted about it :) And what about when we have nearly a dozen? Fixed, predictable positions would be nice.
Oh fudge, what have I done :D
-----Edit-------
Screenshot:
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/caralevels.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Wow, if I hadn't read your text, I hadn't even discovered that the size is different on your screenshots. This is a really bad way on showing what level the upgrade is. Without the direct comparison, I couldn't even tell the difference of LvL2 and LvL3.
That would make sense, So we cant do it.
Subtle differences in size are plenty, eh?
Subtle differences in size are plenty, eh?<!--QuoteEnd--></div><!--QuoteEEnd-->
I guess your attitude is because you fail to realise this is only a temporary solution, and when the GUI is finally updated for marines and aliens, will have pretty much all the features you want.
This is a Beta, and as I posted earlier, I don't expect any artwork (except for the new icons they introduced for Alien comm in 199) to still be around come v1.0. That includes all the GUI's, Huds and Buymenu's.
The GUI etc, will probably be one of the last things we see updated in the game, just give UWE a break :) They've put a temporary system in that works, until it gets done properly. You need to learn acceptance of the incomplete systems before v1.0, and maybe for some time after v1 too for some less important things :)
Those who are saying it is impossible to see at 1920x1080, all I can say is... I am old and blind, yet during normal gameplay at 1920x1080 I saw very clearly the size differences. Those comparison shots are unchanged in size, they are a direct paste from the screen.
Frenzy and swarm are getting removed.
This being the Ideas and Suggestions forum, and this being a beta, it seems completely logical and appropriate to suggest, say, a GUI tweak here. I'm not saying "this has to be done in the next couple of patches or it'll break the game," just that I've got a couple of ideas regarding the GUI, and if they're at all relevant (the lvl1/2/3 thing already went out the window with build 200) they might be helpful whenever the time comes to work on the GUI :)