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February 24th, 2003, 01:20 AM
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General
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Join Date: May 2002
Location: Canada
Posts: 3,227
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Re: SE5: GUI design discussion..
Quote:
Originally posted by Suicide Junkie:
Well, just about any console game, simply because they can't be patched
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Oh, you're quick SJ! I can tell you like to think outside the box, and that's a very good thing!
Cheers!
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February 24th, 2003, 02:29 AM
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Shrapnel Fanatic
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Re: SE5: GUI design discussion..
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Dazzle them with an over abundance of useless eye-candy and they will be drawn to it like a moth to flame!" and another phrase that can be extruded from the current industry is "Gameplay is a thing of the past, leave it to the archioligists and retro-gammers."
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This is the opposite of everything MM has ever done.
Quote:
Also there should be several "main-screens", as someone already have suggested.
1: Building view (or something). Shows the system (without ships) and have information about all facilities and construction going on ( I especially miss an easy available list of systemwide facilities).
2: Movement view (or something). Shows ships and waypoints ++. Easy access to fleet information, easy navigation between systems.
3: Colonization View
4: ?
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That would be bad and would create much unnecessary clutter.
[ February 24, 2003, 00:30: Message edited by: Imperator Fyron ]
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February 24th, 2003, 03:02 AM
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Major
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Join Date: Jan 2003
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Re: SE5: GUI design discussion..
Quote:
Originally posted by Imperator Fyron:
That would be bad and would create much unnecessary clutter.[/QB]
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And why would that clutter Fyron ?
Do you ever give ship orders and construction orders at the same time ?
Too separate the screens will free up space to make valuable information available. To push a button to toggle between screens is really not a whole lot of work.
__________________
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February 24th, 2003, 03:07 AM
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Shrapnel Fanatic
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Re: SE5: GUI design discussion..
It would clutter because it would require extra interface and extra work to get the same information.
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February 24th, 2003, 03:26 AM
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Major
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Re: SE5: GUI design discussion..
If done correctly, It would be less work to get information. Not just a little, but a lot.
There would be space available to put all that information you now need to collect from 3-4 winduws an pull-down menues right in front of you.
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Never trust a cop with rubber gloves.
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February 24th, 2003, 03:35 AM
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Join Date: Nov 2000
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Re: SE5: GUI design discussion..
Quote:
Originally posted by David E. Gervais:
In support of this theory, I dare you to name a single game that has been released in the past 5 years that has not had a patch released following the release of the game.
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Starlancer
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February 24th, 2003, 03:49 AM
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Shrapnel Fanatic
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Re: SE5: GUI design discussion..
Quote:
Originally posted by primitive:
If done correctly, It would be less work to get information. Not just a little, but a lot.
There would be space available to put all that information you now need to collect from 3-4 winduws an pull-down menues right in front of you.
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Only if you take space away from the maps, which is bad.
The colonization option that you proposes makes 0 sense. How would it be different than the Movement one?
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