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Team: Combustion
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Post Re: c2 User Interface Feedback
Trade slaves being able to scoop DG loot rather than just combat slaves. I would like to see that, seeing as Trade slaves cannot guard (when you set them to scoop, they say they are moving to that location and guarding), thats just daft.

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Fri Mar 30, 2012 8:45 am
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Post Re: c2 User Interface Feedback
That is intentional and will not change. Trade slaves are not intended to be used in combat situations.

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Fri Mar 30, 2012 9:03 am
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Team: Dark Traders
Main: enkelin
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Post Re: c2 User Interface Feedback
Can no longer make stuff aggressive.

Slaves need "transfer ownership"

Players need "declare war"

Bases need "abandon"

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Fri Mar 30, 2012 9:11 am
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Team: Strawberry Pancakes
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Post Re: c2 User Interface Feedback
anilv wrote:
Can no longer make stuff aggressive.

Slaves need "transfer ownership"

Players need "declare war"

Bases need "abandon"


/pb345

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Fri Mar 30, 2012 10:19 am
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Post Re: c2 User Interface Feedback
I don't think warring should be broken out into a quick menu, doesn't serve much purpose there

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Fri Mar 30, 2012 1:31 pm
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Team: Aidelon
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Post Re: c2 User Interface Feedback
A blueprint search. I fixed the broken blueprint ordering myself in an XML tweak so at least stuff is easier to find, but it would still be handy to have a search, especially on big construct bases.


Fri Mar 30, 2012 2:47 pm
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Post Re: c2 User Interface Feedback
anilv wrote:
Can no longer make stuff aggressive.

Slaves need "transfer ownership"

Players need "declare war"

Bases need "abandon"

Can bases also get transfer ownership please?

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Fri Mar 30, 2012 3:54 pm
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Team: Dark Traders
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Post Re: c2 User Interface Feedback
Feathers wrote:
I don't think warring should be broken out into a quick menu, doesn't serve much purpose there


I agree with you; just stating what the current options are.

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(DefQon1) use a Rhino reconstruotereatarerer
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(Pasta) I need to figure out how to get rid of this UrQa Suqqa Ukuk
(Bluenoser) Put your finger in your mouth and gag reflex should do the rest


Fri Mar 30, 2012 7:25 pm
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Post Re: c2 User Interface Feedback
http://dl.dropbox.com/u/4966230/Foxhound5.png

Implemented some new ideas on this. No dynamic sizing on the stuff like hull and speed. Large icons for squad mates. No more titles on dialogues to save space. Also with this UI there is no super short text wrapping on the target info.

Will have to do some more thinking on the 'x' menu stuff, evidently it doesn't play nice with RTS controls and the menu system I had in mind.

Don't worry about the color/image scheme I am developing 3 different ones for this UI layout in parallel.

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Fri Mar 30, 2012 8:30 pm
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Post Re: c2 User Interface Feedback
I like it so far. It's nice to have a space around the edge dedicated to floaties.

_________________
(DefQon1) use a Rhino reconstruotereatarerer
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(Pasta) I need to figure out how to get rid of this UrQa Suqqa Ukuk
(Bluenoser) Put your finger in your mouth and gag reflex should do the rest


Fri Mar 30, 2012 9:07 pm
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Team: Aidelon
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Post Re: c2 User Interface Feedback
Add in support to make the squad button thingies at the top bigger. I thought we were getting rid of the hardcoded UI in c2 for the most part! :P

Also, get someone to add in the stuff that can allow people to add searches to pretty much all tables like the team, friends, trade etc., as well as the blueprints which I already suggested.


Sat Mar 31, 2012 12:49 pm
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Post Re: c2 User Interface Feedback
http://dl.dropbox.com/u/4966230/FAL9000_Login2.png
http://dl.dropbox.com/u/4966230/FAL9000_Login3.png
http://dl.dropbox.com/u/4966230/FAL9000_3.png
http://dl.dropbox.com/u/4966230/FAL9000_4.png
http://dl.dropbox.com/u/4966230/FAL9000_5.png
http://dl.dropbox.com/u/4966230/FAL9000_6.png
http://dl.dropbox.com/u/4966230/FAL9000_7.png
http://dl.dropbox.com/u/4966230/FAL9000_8.png

Inspiration for this one is slightly obvious =P, and hopefully not copyright infringing. I really like the way it is coming along. Haven't gotten around to fully redesigning the station dialogue so it is still kinda ew. Key feature of this UI is... awesome, and hopefully even easier to use than Foxhound.

Anyone actually know what the different hotkey colors mean in game (screenshots please).

Same for the colors on the small target things, never seen them as multi colored.

Do people prefer more transparent UIs or more solid ones? Obviously we are capable of having both so I will make them, just wondering what people want to see. If you have ideas for an image theme, let me know I intend to do one more at least with this UI layout.

**How do people like the dialogues that are opened by the bottom bar buttons? What would you change about them.

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"You have graciously arrived, you have known pain, you have known weariness, now come on earth, take your rest, enter into your palace, rest your limbs; may our lords come on earth."


Last edited by Feathers on Tue Apr 03, 2012 12:28 am, edited 7 times in total.

Sun Apr 01, 2012 1:22 am
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Post Re: c2 User Interface Feedback
I like the maroon/red theme; it's much more pleasing to my eye than the bizarre greenish blue of the current client.

No "u" in "disengaged."

The stuff at the top is just a little bit too busy for me, with the random designs and so on overlaid on everything. I like the idea but I'd prefer it toned down a little bit around important things like shield bank.

I also prefer a little transparency to my windows, although again the important stuff like hotkeys and shield bank should be pretty solid as they are in the current client.

The dialog boxes at the bottom are fine with me. No matter what, I think we should have a few keys that hide/show different parts of the UI, and one that toggles everything.

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(DefQon1) use a Rhino reconstruotereatarerer
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(Pasta) I need to figure out how to get rid of this UrQa Suqqa Ukuk
(Bluenoser) Put your finger in your mouth and gag reflex should do the rest


Sun Apr 01, 2012 1:40 am
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Post Re: c2 User Interface Feedback
Should be an option to make chat background opaque and not dependent upon galaxy shading.


Mon Apr 16, 2012 9:48 am
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Post Re: c2 User Interface Feedback
I am pretty sure that is already in....

some more work on UI I did a while ago.

Blue is a softer color than the red i was using. Less busy stuff (I can't do that Dave). Everything has a slight transparency. I will probably do a rounded edge version as well as a more transparent version. The last one shows one with 100 hot keys, overkill but you get the idea that the space is there with that layout. The higher aspect ratio station dialog isn't that great for screen real estate, but does make things easier if you have a 22in+ monitor. I will be doing allot of versions so that people can choose what is best for their resolution and play style.

http://dl.dropbox.com/u/4966230/FAL_Mod_0_1.png
http://dl.dropbox.com/u/4966230/FAL_Mod_0_2.png
http://dl.dropbox.com/u/4966230/FAL_Mod_0_4.png
http://dl.dropbox.com/u/4966230/FAL_Mod_0_7.png

I am pretty much done on ideas of what to do with the HUD. X menu (target options) is still a hugely annoying mostly unfixiable thing though.

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"You have graciously arrived, you have known pain, you have known weariness, now come on earth, take your rest, enter into your palace, rest your limbs; may our lords come on earth."


Mon Apr 16, 2012 4:41 pm
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