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				February 24th, 2003, 01:20 AM
			
			
			
		  
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				Re: SE5: GUI design discussion..
	
			 
             
			
		
		
		
		
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				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! 
 
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				February 24th, 2003, 02:29 AM
			
			
			
		  
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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. 
 
 
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				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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				Re: SE5: GUI design discussion..
			 
             
			
		
		
		
		
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				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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				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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				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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				February 24th, 2003, 03:35 AM
			
			
			
		  
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				Re: SE5: GUI design discussion..
			 
             
			
		
		
		
		
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				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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				Re: SE5: GUI design discussion..
			 
             
			
		
		
		
		
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				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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