MechWarrior: Living Legends
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Author Topic: Let's try to form a consensus here on communications through the UI.  (Read 565 times)
mutantmagnet
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« on: May 30, 2008, 10:57:34 AM »


Filtering, disemminating and processing information is important in a team based game like this.

I've been thinking about how communications worked in other games without VOIP and I think we need to form a consensus on acceptable icons, colors and other basic UI features.

Starting off:

Chat Box.

My biggest problem with chatboxes is that designers use one box for everything and if you want to use multiple boxes all the boxes are tabbed behind each other. I want to see a chat box defaulted with two visibile boxes so anyone can divide up communications between people they are close to and the other box for everything else. Who wants to be forced to scroll back up their box or resizing their box for a handful of importnat lines that blurred by?

World Map.

There's a lot of ways this could be done but I'm only going to mention two.
1. Allow us to draw on the map manually and with recongnizable icons.

 Allow us to create tooltip macros for icons so players can ahve customized icons with additonal information that can be added on the fly.

The World map doesn't have to take up the entire screen. Give us the option to split our screen so we can view world wide ojectives  while maintaining control of our character.

2. Instead of doing it like past mechwarrior games, when players switch to the world map they are given an isometric view that shows everything around them as if they were playing an RTS game. The map would be obscured by a fog of war that represents our line of sight modified by electronics like Mag Res and IR. (the fog of war shouldn't even exist but play balance is more important than adhering to battletech fiction) Clanners with enhanced imaging can really overcome the limitations of the fog to a high degree.

Everything mentioned in 1 except for the split screen could be applied to 2.


HUD

Icons that are placed on the world map can be viewed without switching to the world map would be pretty nice. Icons can only be seen if your character is facing in the icons general direction.

Quick Chat Commands
One of the things I enjoyed from a game called Planetside were quick commands. Basically with three key presses you could send out messages like "Thank you", "Base is being Hacked", "Air support Inbound." because all of these messages were tied to hotkeys.

I would like to see that in this game and take it one step further by allowing custimizable quick commands. Take it a step further and allow players to share their quick commands in compressed audio files.

Some additional things to consider:

Electronics and Electronic Warfare.

Should what you can see on your HUD and worldmap be dependent on the electronics package of your mech? Should mechs using ECM measures be able to disrupt the usability of your map, chatbox and hud?

Icons and Color schemes

How many and what specific basic objectives should be condensed down to a single picture?
What type of pictures and colors should be used to convey these messages?

Is there anything else about communications I'm forgetting? Bring it up and I'll insert it here below this point since people have a tendency to skim posts after the op.
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ToeBall
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« Reply #1 on: May 30, 2008, 11:29:13 AM »

I like the ideas, alot, but we have very finite ammounts of code and time. We have one person working on the flash interface for the game part time, and we have a whole lot to implement before the winter release date. As much as I'd love to see a true battle commander position, I don't see it happening in the initial release.
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Swissjak
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« Reply #2 on: May 30, 2008, 11:53:06 AM »

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Chat Box.

My biggest problem with chatboxes is that designers use one box for everything and if you want to use multiple boxes all the boxes are tabbed behind each other. I want to see a chat box defaulted with two visibile boxes so anyone can divide up communications between people they are close to and the other box for everything else. Who wants to be forced to scroll back up their box or resizing their box for a handful of importnat lines that blurred by?

The issue with chat boxes for me is that no matter what they always seem to add so much clutter to an already packed HUD/UI. Allowing for a resizable chat window would be very nice, with options to color certain messages. For example: squad messages, squad leader messages, whispers, etc. The dual window doesn't sound half bad, by default... maybe not, but the option to make channels new chat windows should suffice, depending on coding difficulty.

Quote
World Map.

There's a lot of ways this could be done but I'm only going to mention two.
1. Allow us to draw on the map manually and with recongnizable icons.

 Allow us to create tooltip macros for icons so players can ahve customized icons with additonal information that can be added on the fly.

The World map doesn't have to take up the entire screen. Give us the option to split our screen so we can view world wide ojectives  while maintaining control of our character.

Simple. Make them NAV points and if possible allow a short tag to be added (like 30 character or so). At the same time it may be nice to give squad mates and squad leaders mini-NAV points, so a semblance of cohesion could be easier to maintain.
Map wise, how about having it replace the radar when toggled?

Quote
2. Instead of doing it like past mechwarrior games, when players switch to the world map they are given an isometric view that shows everything around them as if they were playing an RTS game. The map would be obscured by a fog of war that represents our line of sight modified by electronics like Mag Res and IR. (the fog of war shouldn't even exist but play balance is more important than adhering to battletech fiction) Clanners with enhanced imaging can really overcome the limitations of the fog to a high degree.

Fog of War for the terrain part of the map? No. orbital recon before the attack. And the defenders obvisouly have maps of the terrain. FoW for enemy units? I can agree on that.

Quote
HUD

Icons that are placed on the world map can be viewed without switching to the world map would be pretty nice. Icons can only be seen if your character is facing in the icons general direction.

See NAV point reference above.

Quote
Quick Chat Commands
One of the things I enjoyed from a game called Planetside were quick commands. Basically with three key presses you could send out messages like "Thank you", "Base is being Hacked", "Air support Inbound." because all of these messages were tied to hotkeys.

I agree this could be useful.

Quote
Electronics and Electronic Warfare.

Should what you can see on your HUD and worldmap be dependent on the electronics package of your mech? Should mechs using ECM measures be able to disrupt the usability of your map, chatbox and hud?

HUD, probably not, it's ECM, not EMP. Radar should definetly be affected, some sort of static disrupting the image. So the player knows there are enemies in the vicinity, but no details on troop strength. Make mechs easier to hide based on class. Light and med mechs = no radar signature. Heavy and assault = faint radar signatures. This makes it easier for faster moving, smaller mechs to infiltrate enemy lines, but make it difficult, but not impossible, to do so with heavier lances.

Quote
Icons and Color schemes

How many and what specific basic objectives should be condensed down to a single picture?
What type of pictures and colors should be used to convey these messages?

For creating NAV points use basic icons/shapes to indicate their purpose. Icons for Move (rally point), Attack and so forth.
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PanzerBoxb
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« Reply #3 on: May 30, 2008, 12:09:52 PM »

I like your idea of how the radar jamming could work.  It would have to be sporadic to make it a bit more believable but I like it.

As for chat boxes, I believe they are completely overcome by voice comms.
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Swissjak
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« Reply #4 on: May 30, 2008, 12:44:35 PM »

I agree as well. Only issue is not everyone has a mic. And sometimes it's faster than the pre-programed voice commands. *Shrugs*
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« Reply #5 on: May 30, 2008, 01:02:28 PM »


HUD, probably not, it's ECM, not EMP. Radar should definetly be affected, some sort of static disrupting the image. So the player knows there are enemies in the vicinity, but no details on troop strength. Make mechs easier to hide based on class. Light and med mechs = no radar signature. Heavy and assault = faint radar signatures. This makes it easier for faster moving, smaller mechs to infiltrate enemy lines, but make it difficult, but not impossible, to do so with heavier lances.

It's not either ECM or EMP. What he is talking about is electronic jamming or EW (electronic warfare). Jamming enemy radar should be possible to an extent. It all depends on how good the enemy radar is.

As for hiding a mech by its size... no way! Even small mechs are going to have huge radar signatures. I am not up on MW lore so maybe they have some kind of stealth technology that can be employed in the mod. Other than that, you have to use the terrain and tactical knowledge to mask your advance. Don't get me wrong... a raven will have a smaller cross section than an atlas but if we can track birds on radars built in 1970 then we can dang sure track a small mech in 3029 (or whatever year we are targeting).

But warfare should not be easier only because you are in a smaller mech. You have to employ superior tactical and strategic skill to have a successful attack. To me it sounds like what you are saying is a player should be able to jump into a shadow cat and charge right up the center without being picked up on radar.
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PanzerBoxb
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« Reply #6 on: May 30, 2008, 01:24:54 PM »

What he is suggesting is more along the lines of distant contacts being obscured by jamming.  A larger target would have a larger radar cross section and thus more energy would return to the receiver.  In its simplest form, jamming is a function of hitting the receiver with more signal energy than the emitter generates.  Thus it is easier to "hide" an object that normally reflects less energy.

Would this allow lighter Mechs to be invisible in all circumstances?  No, but it would assist them in masking their movements if done properly.
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Swissjak
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« Reply #7 on: May 30, 2008, 01:38:05 PM »

I was only speculating on one possible avenue for implementing the jamming effect and to just what extent could it be done and still remain playable. The size idea was purely spur of the moment and didn't sound half bad. Now bear in mind that was in conjunction with ECM. And besides, just how many mechs per side are going to have this hardware? 1? 2?

Quote
But warfare should not be easier only because you are in a smaller mech. You have to employ superior tactical and strategic skill to have a successful attack. To me it sounds like what you are saying is a player should be able to jump into a shadow cat and charge right up the center without being picked up on radar.

Not at all. Per my speculation, any enemy mech in ECM range will see the radar distortion and be on the lookout for enemies. This would mean that if the Shadow Cat was running in the open field, he would be quickly spotted. If he sticks to the hills and even the trees then he'll have a much better chance of slipping through. Speed and cover are a light mech's best friend.

Again, this is all just conjecture and it's not as if I was stating fact, just an idea. hit us up with yours and we can refine all this and see how much the devs like what we end up with.
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mutantmagnet
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« Reply #8 on: May 30, 2008, 02:05:04 PM »

All this talk about hiding seems to stem from my fog of war statement so I'll address it from that angle.

I suggested fog of war for the alternative version of the world map because in that design you would control your mech as if you were playing Mechwarrior Crescent Hawks Revenge, Grand Theft Auto 1 or Super MArio 64. In those games you can see everything around so well it makes first person view obsolete. Fog of war is there to mitigate that balance problem between different view modes. But let's forget about that for now since turning the world map into an isometric version of the first person game is beyond the interests of the developers.


As for your points about how electronic warfare should work in general I sort of agree with the growing consensus so far that no vehicle should be rendered invisibile unless minmetic armor is going to be introduced. The clans to my knowledge still have such machines that can bend light around them from the Star League Exodus, but they are very rare. Eventually Comstar and the Draconis Combine will be able to produce minmetic capable materials for battle armor, soon after the truce line is established, so this tech while rare in the IS isn't completely beyond them to have. Personally I think we should avoid having minmetic suits and armor in the game for the time being. Many games just get screwed up as hardware changes rendering stealth materials like that useless.

Now I said 'sort of' agree for a reason. Mechs were able to mask their signatures well enough to obscure details on what type of machine they were until a pilot was in visual range. I think EW should allow for that type of invisbiliity if one side makes really good use of electronic warfare tools bettter than their opponent.

Swissjak - In regards to your point about having only using nav points with a tag filled with 30 characters try visualizing in your head how that works. For some people they love getting that level of detail, for others thats just terrible. 30 characters could explaining that a power generator has to be taken out to turn off local turrets and then breach the wall could easily be replaced with two picutres. The First picture could have the number 1 next to a fireball and the second picture could have a number 2 with a lightning bolt. 1 Means first objective, fireball means destroy, 2 means second objective and lightning means breach and move past/to here.
Ofcourse people may have different ideas on what could be used as better visual aids and that's why 'm hoping for a consensus to be formed on details like that.


Players should have options.


Quote
I like the ideas, alot, but we have very finite ammounts of code and time. We have one person working on the flash interface for the game part time, and we have a whole lot to implement before the winter release date. As much as I'd love to see a true battle commander position, I don't see it happening in the initial release.

Could you give us some direction then on what specifics would you be interested on discussing on with the community? If for instance you gave us a basic idea of where the UI was going and you asked us what we would prefer as visual aids could save some time for you.
« Last Edit: May 30, 2008, 03:24:36 PM by mutantmagnet » Logged
Seiko
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« Reply #9 on: May 30, 2008, 02:33:52 PM »

Thanks for clarifying.
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« Reply #10 on: May 30, 2008, 03:16:00 PM »

Could you give us some direction then on what specifics would you be interested on discussing on with the community?

We always did and still will in the future - when there are topics occuring which require input.
Other than that: feel free to keep posting suggestions, that's what most others in this subsection of the forum did as well.
Sometimes we pick up suggestions when we read them.
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Swissjak
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« Reply #11 on: May 30, 2008, 03:49:31 PM »

Mutantmagnet: You raise good points, as you did in your first post. The only thing I would ask is this. In your example of the fireball and lightning bolt, why are both needed? Would it be easier to understand if there was just a generic "Attack" symbol with a small tag added by the squad leader that read: "Generator". It would seem to convey the same information with out bogging down the interface with excess details.
Thoughts?
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mutantmagnet
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« Reply #12 on: May 30, 2008, 04:28:15 PM »

A fireball could be used as a generic symbol for attack though the generator symbol shouldn't be neccessary. The fireball tag should force the generator you have to be attacked to be highlighted as the same color as the fireball.

I was thinking of the lightning because it is similar to the fireball in conveying an image of destruction but also a sense of direction since lightning bolts are shaped more similarily with arrows.

Yet who thinks like that commonly?

Maybe a better system is to just put trailing arcs on any symbol. So a shield tag tells a player to defend here while a shield tag with a trailing arc would indicate a direction of moving in thi direction while/after defending here. A trailing arc would be more universal in applying directional cues.

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« Reply #13 on: May 30, 2008, 05:08:32 PM »

Mabey I should explain my meaning a bit better?

I really like the ideas presented. I wish we could implement at least some by release time. However we have so much code to do just to finish the basic gameplay that it will have to fait until one of the updates.

I did not mean, in any way, to imply that this thread should not continue, just that I'm disapointed that we won't be able to make it happen right away.
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« Reply #14 on: May 30, 2008, 05:31:29 PM »

I like the idea of having a pre-made set of graphic icons that depict what type of nav point it is... This keeps the system very simple; no long strings you have to read - all info you need is gathered in a quick glance. The icon itself should contain graphics that make the type intuitive just like your example of the fireball and lightning bolt. These things will be in the manual so players will know what they are prior to any mission. They could be added on the fly by one of the leaders or pre-set prior to mission start.

What would be a good first step is to define ALL the different types of nav points that you would like to see in the mod. Group them into main types with many sub-types. For example:

ATTACK
  • Destroy
  • Breach
DEFEND
  • Area
  • Building
  • Person
PATROL
  • Area
  • Between 2 Points (Start & End Points Provided)
NAVIGATE
  • To This Point

... and so forth. Once the list has been completed then we come up with graphics to represent them that are intuitive to most players.
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