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Old 10-09-19, 09:48 PM   #11
Herman
Ace of the Deep
 
Join Date: Jan 2005
Location: Canada
Posts: 1,184
Downloads: 269
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Quote:
Originally Posted by AzureSkies View Post
Still deciding on the exact menu layout/tree structure/button positions, and playing with the font size and style to make it the most legible while maintaining a distinct aesthetic.
I would like to suggest that you consider using both upper and lower case letters in the display. I know that the Navy has a tradition of only using upper case in all things (and only recently changed to allow lower case in messages), but I think that the mix will make some words more easily recognizable and also save space in your displays. This can allow for longer words to appear on the same line and not be broken.

Also, I suggest a hotkey beside each function. For example, your display shows "FULL" and "HIDE". Perhaps you could consider allowing a mode that shows "Full [F]" and "Hide [H]". Maybe have two different modes that can be activated/disabled according to player preference.

Harpoon also had a space-saving hotkey feature. It might help to display hotkeys with a different colour "Full" or an underscore "Hide". This way, the length of the word is all that is required (no extraneous spaces or parentheses).

Quote:
Originally Posted by AzureSkies View Post
Also while the sensors modeled are far from complete, they work and auto-classify contact types (air, helo, surf, or sub) based off the contacts' returns and some simple logic, including true classification on visual ID, and also planned is ESM and active sonar interception to classify contacts based on their sensor type.
The auto-classify function is convenient. However, one shortcoming of Harpoon was the way the game engine tracked contacts. During a battle, a contact might appear and be given the name, "Contact 21". If contact was lost and then re-acquired later, it would still appear as "Contact 21" because the game engine had already assigned every platform a permanent ID number for administrative purposes. This allowed the player to know immediately it was the same contact as before.

Commander Zimm, the creator of the WW2 game, "Action Stations", would have every new contact given a new designation. That way, you never knew if the ship you engaged 5 minutes ago, lost in a smoke cloud, and then re-acquired and re-engaged was the same ship you fought earlier or a new enemy.

Of course, in WW2, it was mostly surface action and often at night, where visibility was the key factor. In modern combat, with the use of electronic sensors, contact is virtually instantaneous. Also, you probably do not want to be generating a gazillion new ID numbers for contacts that are only lost or flicker for a second or two.

Quote:
Originally Posted by AzureSkies View Post
Also, datalink is being modeled. Should make multiplayer interesting.
Will the information flow between allied players instantaneously? With players able to use Skype or other chat mechanisms, any delay might be moot. Implementation of any potential delay in data transmission may not be worth the candle or effort and may actually detract from the enjoyability of the gameplay.

I raise it as a discussion point and thought exercise.
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