Shortcuts In Popups
Posted 15 November 2004 - 09:03 AM
Post your ideas of it here and the development team is more likely to notice it.
Posted 15 November 2004 - 01:50 PM
Posted 15 November 2004 - 04:22 PM
I'll just post some obvious ones:
After completed research, give options for reallocation scientists or viewing reports on same popup. If user views reports first keep the popup in the background, when they close reports allow to reallocate. In other words don't eliminated research popup unless cancel or reallocate is clicked.
As I think Snakemen posted:
After transfer complete or manufacture complete, button on popup to jump directly to equip craft/soldier screen.
Posted 15 November 2004 - 04:52 PM
It was kind of annyoying to haff'to check if the manufaturers had built a few extra flying suits bfore the tact mission.
Posted 15 November 2004 - 11:17 PM
I'll review what was posted over there under the battlescape stuff and see if I find anything else to add there, then I'll check out the intercept/other menu stuff after this mission. I got a little free time coming up, I figure, why the heck not
Edited by Snakeman, 15 November 2004 - 11:23 PM.
Posted 10 December 2004 - 04:14 PM
Posted 10 December 2004 - 05:46 PM
Anyway, the popups could use a similar approach I think, so the player can weed out what they feel is important among the alert messages/subsequent "go tos"
Posted 11 December 2004 - 09:36 AM
Posted 11 December 2004 - 11:21 AM
If any go to prompt took you to any screen that was off of Base View, I should think then that the game would be on pause for you until you clicked the Geoscape button once more. Assuming again that this game's apsects would be similar to the first in this respect anyway.
Edited by Snakeman, 11 December 2004 - 11:23 AM.
Posted 11 December 2004 - 11:34 AM
Posted 11 December 2004 - 11:53 AM
Posted 12 December 2004 - 01:00 AM
What? I thought it always remembered the speed it was at. It never automatically went to 5 seconds for me...
I forgot which action(s) was associated specifically with this, but I am sure that I have seen my speed slow to 5 seconds when I closed one of those messages. I know for sure though that the UFO radar popup window has the choice to ok it and remain at speed, or center on the craft and go to 5 secs.
edit: Ok did a quick check. I am certain now I get this with manufacturing type popups. I set one base to build a fusion bomb, set it to 1 day on Geoscape and when it finished and I closed the box, it set me back to 5 secs.
Edited by Snakeman, 12 December 2004 - 01:04 AM.
Posted 12 December 2004 - 10:02 AM
Posted 12 December 2004 - 10:10 PM
Posted 13 December 2004 - 12:25 PM
Manufacture Completed -> 5secs, Equip Craft, Equip Soldiers, Sell Screen
If organized in some way these comments will be easier to read and therefore have a better chance of being understood and implemented by the developers. I'll see if these ideas can be moved to the workshop...
Edited by JakeDrake, 13 December 2004 - 05:49 PM.
Posted 13 December 2004 - 05:16 PM
In any case, I think that what I'm advocating at any rate, is that the game should simply pause no matter what when any of these things occur, since in essence, we are talking about implementing "go tos" that take you deeper within what was essentially screens off shooting from Base View or whatever.
In other words, Geoscape or pressing that should be the only element that speeds up time in game terms. Everything else is setting things up so that you can go back to that with the minimum of fuss.
So just to give one example of this change from old game to new game for me in this pop up scenario would be:
Allocation of Research: Instead of the game resuming from there as before, it should take you to the research screen, only this time when you ok or exit out of the popu up, your within Base View. This way you can control better I feel when time resumes, since you have to click Geoscape consciously to do so.
On the other hand...
Short of the above however, I'd just as soon have an extra button seen among the other game time options to the Geoscape menu since this is where we'd see the popups anyway. In terms of streamlining how these "go tos" in the popups may get sorted, it sort of makes sense that the game should pause after you've exited those prompts to avoid accidentally running at speed when you didn't want that just then.
I mean sure, 5 seconds for after exiting the manufacturing prompts was manageable because that was such a short space of time elapsing, but because this wasn't equal across the other message types (UFO radar intercept messages aside), what occurs time-wise or not (paused) should occur with all other alert types that make sense for it. So bascially, yea, some consistancy there would have been nice if they'd all shared the same outcome.
Anyway, if the game can be paused, it shouldn't matter if this screen or that was off of Base View. If you can do what you need to do from within the prompts, and exit them, all you need is pause. When your done, click whichever time you wanted to resume at.
Posted 13 December 2004 - 05:25 PM
Equip Craft, Equip Soldiers, Sell Screen are worthwhile go tos relating to the activity. I would just add that the popup should not dissappear after you've dealt with one area, such as Equip Craft. It should back you out of that, back to the popup with all the other selections in it you came from, so that you can manage the others and finally close the prompt so that time resumes right then in there when competed.
Either this, or simply have the following selections not chosen, follow you to the Equip Craft page, so that you can click them from that screen, and so on down the line, although they're only there when it came from a Geoscape alert message. In other words, if you clicked Equip Craft from within Base View, you would not get the Manufacturing tab following you there as an option.
Crap, I need to make screen shots to make this make more sense I think as I go, otherwise I'll forget my own points I was trying to make
Posted 13 December 2004 - 05:49 PM
An alternative to a seperate button to switch to five seconds at a popup is simply to allow the player to change the time buttons while the popup is visible.
As for the popups not disappearing, I also agree. Unless OK or an X is clicked the popup should not disappear.
Research Completed -> 5secs, Allocate research, view reports, manufacture
Posted 13 December 2004 - 11:17 PM
Well, one could argue for the consistancy of elapsing time after closing all alerts, but some may want that inconsistancy with certain ones (which may or may not be important to them anyway), so a tailored game speed after closing each message type starts to make sense. Research, Manufacture, + any Training alerts that might come up that aren't tied to monthly alterations such as Psi Training probably also fall here.
In any case, the speed setting could either be in button form (may clutter the pop up with too many buttons), or perhaps be a drop down-two-click affair to set it any way you like and with any luck, the game will remember from then on out until you change it.
Alternatively, rather than set this from within the popup could be...(and I'm just guessing here how much functionality is in place in the game to allow for right click selecting things) to right click the available speed settings from the Geoscape View its self. One right click on any time choice, the drop down could appear here and look something like this...
i.e. Right clicking '5 Seconds' shows you the popup categories by function - All Research, All Manufacture, All Training (alert messages), then tick off each one you want the game to remember the resumed speed you wish to be at when you close out the dialogues.
Anyway, either would work I suppose, I guess what it comes down to is whichever method is the best in terms of less clickage...factoring in of course the fact that if the game can remember your selections, what the click count is after that point just to navigate popups from each category.
What it won't address of course is what you do from within them. From within them you can take as much time as you need I suppose
Posted 14 December 2004 - 03:03 AM
Posted 14 December 2004 - 09:49 AM
Posted 14 December 2004 - 12:04 PM
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Posted 14 December 2004 - 12:33 PM
Posted 14 December 2004 - 01:35 PM
Well, unless or until I can think of a way to help more directly with the project, I'll just stick to sharing any thoughts I have here and let you fellas determine where they might best fit in this or future versions
That is fine with us That is the point of the Labs - to flesh out ideas that can possibly be included in V1.