Commanders Interface
FocusedWolf
Join Date: 2005-01-09 Member: 34258Members
I think we need a master thread to describe how the marine commanders interface should be.
Reason that we can't copy the old NS1 interface is that it sucks.
What we need is a new interface that accomplishes the following:
1. Allows for commanding even if a map has multi-floors, overlapping-tunnels, not flat terrain.
2. Does not lag or confuse the commander when the situation gets complex with lerks gassing around and explosions and fires and ###### all abound.
So i've been thinking about this and so far this is the rough initial proposal for a solution. (Inspired by trying to make LCARS interface in WPF :P)
What if the marine-commanders interface was 2D. Yes i'm suggesting we discard the cheaply gained effect of a EYE-IN-THE-SKY approach of simply viewing the map like your no clipping above it. Instead the command should see little flat COLOR CODED circles that have tool tips etc. The commander will still be able to determine which way a marine is looking by a notch on a circle. Aliens could have yellowish circles and BIGGER circles indicate bigger lifeforms like ONSO, LORK, FADE. Same with marines where a larger one indicates JP or HA etc (their's room to expand this idea to make it work). Their can be like TRIANGLES for mines, and whatever for dropped guns.
The cool thing is the commander can see the effective targeting range of a turret or siege (because it will get drawn as a filled arch around the weapon system), and if an enemy comes within their range (and their is no MT researched yet) then the TF can indicate what sort of lifeform is attacking by showing their symbol.
Has anyone played that 2D natural selection game that someone made? I can't seem to find it in google... but it's proof enough that a game can be commanded in 2D.
The benefit of this is the commander doesn't need to have difficulty in determine the edges of a room... he sees it like a blueprint (sort of like the 2D digital blue prints they were looking at in the movie Aliens). This allows the commander to make really rapid command decisions because he can very very rapidly understand the situation and respond.
Another advantage is, if vector graphics are used for the symbols, then a commander can zoom out or in without getting messed up stuff... and since we got that Flash thing for doing the interfaces already... then it should be possible to do this also with the commanders view.
So ya this all accomplishes the point #2 of my proposal.
Now point #1 is no easy matter. But it's not impossible to do.
Here's what we can do... floors that are below the current "floor" will appear shaded darker (but still work in showing what's available on that floor). Maybe we can make it where a commander can select multiple floors from a listbox and he sees it all mashed together semi transparent in order to perceive what's happening on all floors.
Another feature that can help is a way to zoom to a squad of marines regardless of their floor... i.e. the view will fly up or down to find those marines (NS1 accomplishes this already but it needs to be mentioned for benefits it offers to this concept). To expand this idea... their should be a way for the commander to drop equipment and if needed, to name the equipment (like name a phase gate which means marines can see that list when phasing and go to the appropriate one) (it also allows the commander to re-route or disable other pgs to help get all the marines to 1 destination). Now, why would a commander want to name a dropped TF or OBs? ... it's hard to say but it should still be an option that is available. Maybe he wants it to to auto indicate to the team some special information like "OBS, Status: UNDER ATTACK, Description: "AT FRONT""
Another benefit of this naming is the commander can use those structures as shortcuts, viewed in a listbox, for instant viewing of a area... for example instead of dragging around a giant map, he can just click "marine start" and fly there... this expands on the way a commander can add an individual object to that quick-shortcut bar in NS1... but now you can add a room to it so you can see a flashing shortcut on your interface like "MARINE START" flashing red to indicate it's under attack. And naturally a button to bring you back to where ever you were just at before using the shortcut.
Maybe we can also have security cameras built in the map by the map maker (for use before motion tracking) so the commander can patch in and see what's happening somewhere. Or maybe their will be maps that require the commander to manipulate equipment built into the map, and a simple 2D interface (created and scripted by the map maker) must be hacked or manipulated to do something... like open doors or redirect power ... or turn on the lights... or restore power to turn on the lights... etc... it can be really interesting.
Even more interesting... the marines can see this view aswell!!! they could have a PDA to replace their NS1 mini-map... this way they can use it to activate stuff... do map related tasks. Maybe...dare i say it... PM THE COMMANDER INSTEAD OF JUST TALKING RANDOMLY IN THE CHAT!!!!!! (ya i know... mic spam is the "best way" to do this... but i still want it like this :P) ... i.e. the PDA can be an extension of their normal ingame hud... like they see a portion of it when they interact with a phase gate (to determine where to phase)... and then by the press of a key... they can get more information about where they are on a zoomable minimap
Overall this idea is very very ###### flexible. No matter what the devs think of, a 2D representation will work better then a cluttered 3D one that offers nothing that i have suggested :P
Reason that we can't copy the old NS1 interface is that it sucks.
What we need is a new interface that accomplishes the following:
1. Allows for commanding even if a map has multi-floors, overlapping-tunnels, not flat terrain.
2. Does not lag or confuse the commander when the situation gets complex with lerks gassing around and explosions and fires and ###### all abound.
So i've been thinking about this and so far this is the rough initial proposal for a solution. (Inspired by trying to make LCARS interface in WPF :P)
What if the marine-commanders interface was 2D. Yes i'm suggesting we discard the cheaply gained effect of a EYE-IN-THE-SKY approach of simply viewing the map like your no clipping above it. Instead the command should see little flat COLOR CODED circles that have tool tips etc. The commander will still be able to determine which way a marine is looking by a notch on a circle. Aliens could have yellowish circles and BIGGER circles indicate bigger lifeforms like ONSO, LORK, FADE. Same with marines where a larger one indicates JP or HA etc (their's room to expand this idea to make it work). Their can be like TRIANGLES for mines, and whatever for dropped guns.
The cool thing is the commander can see the effective targeting range of a turret or siege (because it will get drawn as a filled arch around the weapon system), and if an enemy comes within their range (and their is no MT researched yet) then the TF can indicate what sort of lifeform is attacking by showing their symbol.
Has anyone played that 2D natural selection game that someone made? I can't seem to find it in google... but it's proof enough that a game can be commanded in 2D.
The benefit of this is the commander doesn't need to have difficulty in determine the edges of a room... he sees it like a blueprint (sort of like the 2D digital blue prints they were looking at in the movie Aliens). This allows the commander to make really rapid command decisions because he can very very rapidly understand the situation and respond.
Another advantage is, if vector graphics are used for the symbols, then a commander can zoom out or in without getting messed up stuff... and since we got that Flash thing for doing the interfaces already... then it should be possible to do this also with the commanders view.
So ya this all accomplishes the point #2 of my proposal.
Now point #1 is no easy matter. But it's not impossible to do.
Here's what we can do... floors that are below the current "floor" will appear shaded darker (but still work in showing what's available on that floor). Maybe we can make it where a commander can select multiple floors from a listbox and he sees it all mashed together semi transparent in order to perceive what's happening on all floors.
Another feature that can help is a way to zoom to a squad of marines regardless of their floor... i.e. the view will fly up or down to find those marines (NS1 accomplishes this already but it needs to be mentioned for benefits it offers to this concept). To expand this idea... their should be a way for the commander to drop equipment and if needed, to name the equipment (like name a phase gate which means marines can see that list when phasing and go to the appropriate one) (it also allows the commander to re-route or disable other pgs to help get all the marines to 1 destination). Now, why would a commander want to name a dropped TF or OBs? ... it's hard to say but it should still be an option that is available. Maybe he wants it to to auto indicate to the team some special information like "OBS, Status: UNDER ATTACK, Description: "AT FRONT""
Another benefit of this naming is the commander can use those structures as shortcuts, viewed in a listbox, for instant viewing of a area... for example instead of dragging around a giant map, he can just click "marine start" and fly there... this expands on the way a commander can add an individual object to that quick-shortcut bar in NS1... but now you can add a room to it so you can see a flashing shortcut on your interface like "MARINE START" flashing red to indicate it's under attack. And naturally a button to bring you back to where ever you were just at before using the shortcut.
Maybe we can also have security cameras built in the map by the map maker (for use before motion tracking) so the commander can patch in and see what's happening somewhere. Or maybe their will be maps that require the commander to manipulate equipment built into the map, and a simple 2D interface (created and scripted by the map maker) must be hacked or manipulated to do something... like open doors or redirect power ... or turn on the lights... or restore power to turn on the lights... etc... it can be really interesting.
Even more interesting... the marines can see this view aswell!!! they could have a PDA to replace their NS1 mini-map... this way they can use it to activate stuff... do map related tasks. Maybe...dare i say it... PM THE COMMANDER INSTEAD OF JUST TALKING RANDOMLY IN THE CHAT!!!!!! (ya i know... mic spam is the "best way" to do this... but i still want it like this :P) ... i.e. the PDA can be an extension of their normal ingame hud... like they see a portion of it when they interact with a phase gate (to determine where to phase)... and then by the press of a key... they can get more information about where they are on a zoomable minimap
Overall this idea is very very ###### flexible. No matter what the devs think of, a 2D representation will work better then a cluttered 3D one that offers nothing that i have suggested :P
This discussion has been closed.
Comments
I would like to make you aware of the existence of a dedicated commander thread at this location <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=102260&st=240&start=240" target="_blank">http://www.unknownworlds.com/ns2/forums/in...0&start=240</a>, which is sticky'd at the top of this forum for your enjoyment.
*No need to be a ###### about it* --Comprox
Yours sincerely,
Schkorpio!
p.s.
MUAHAHAHAH