Durk wrote:I strongly disagree with the discussion on this thread about the take on the recruitment interface. While there was a logic to the old AACW interface, you still needed to click through a dozen panels to get to specific units to build. I would contend you had learned how to simplify this, not that it was easier to use.
GlobalExplorer wrote:8<
I don't get into the discussion of the filters. They reduce the number of clicks, but are nothing but an awful crutch.
The buttons are placed awkwardly, player must go back and forth bewteen the filters, cognitively it's a very demanding and uneccessary task.
UI wise, tab controls and multi-row are the key, not arbitrary filter buttons in flyouts that are hidden somewhere.
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Captain_Orso wrote:Since you get to place the units on to the map at a point of your choosing, you must also have a reasonably sized portion of the map on which to navigate to pick each unit's build location. Since the game must be configurable to monitors of many different sizes the smallest size being, AFAIK, 1024x768, if multiple rows of units were opened on the Recruitment screen, there wouldn't be much room left for displaying the map on such small resolutions. That's one reason why there cannot be multiple rows of units on the Recruitment screen
Jim-NC wrote:The biggest difference is you get to place your units where you want. That was not possible in AACW. Do you want to go back to that? Your right, decisions were made in Beta that not everyone agrees with. But I remember there being a lot of chatter on the AACW boards about wanting to be able to place units where you want, not where the engine placed them. Could it have been done differently? Yes, but the CW system is the same as the PON system. So this is a system that has been around for awhile.
Yes it takes more effort. Most players don't mind. I personally prefer the new method, as I have a choice on where to place.
Jim-NC wrote:The biggest difference is you get to place your units where you want. That was not possible in AACW. Do you want to go back to that? Your right, decisions were made in Beta that not everyone agrees with. But I remember there being a lot of chatter on the AACW boards about wanting to be able to place units where you want, not where the engine placed them. Could it have been done differently? Yes, but the CW system is the same as the PON system. So this is a system that has been around for awhile.
Yes it takes more effort. Most players don't mind. I personally prefer the new method, as I have a choice on where to place.
Ace wrote:This reminds of some discussions we had in early beta, not just for unit recruitment![]()
GlobalExplorer wrote:Honest. But if the interface was just optimized to "look cool the first time you use it", that would be really bad ...
Ace wrote: but I can fully understand why they made the decisions they did.
tripax wrote:I'm on a laptop and scrolling with the mousewheel is pretty difficult (that region of the mousepad-thingy is pretty hard to use with regularity). Is there a keyboard based way to do this? Is it possible to reassign controls so that this action is given to something on the keyboard?
Ace wrote:You are perfectly right if you talk about CAD software (I use one every day) where "cool" doesn't mean anything. In gaming industry "cool" is a very important word - it's a game seller.
Ace wrote:This reminds of some discussions we had in early beta, not just for unit recruitment![]()
Jim-NC wrote:Your right, decisions were made in Beta that not everyone agrees with.
Ace wrote:Globalexplorer, my first impression was similar to yours. But in the beta stage majority had different opinion, saying the choice of placement was more important than fewer clicks.
Jim-NC wrote:Yes it takes more effort. Most players don't mind.
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