Author Topic: Interface additions for Pilot/Gunner  (Read 14736 times)

Offline Cid Ferringer

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Interface additions for Pilot/Gunner
« on: October 06, 2013, 11:54:00 am »
There are two things that aren't very clear regarding the interface.

1. When you're using pilot items.
Pilot items are activated the instant you switch to them, this stands in contrast to all other form of tools a player can have. There should be at least some kind of blinking or pulsing of the icon to indicate that it's being used. There have been too many times when I've forgotten that I'm using kerosene or when I've accidentally scrolled my mouse and selected something other than the wheel.

2. Ammo type currently loaded in a gun.
There should be a clear gui displaying what ammo is currently loaded or being loaded into a gun.

Ultimately for the gunner, it would be much clearer if each ammo had a physical representation, so you have an 3D ammo box for each type, that you hold in your hand just like any tool.
 When it's loaded the box next to the gun switches to the type loaded. Now it's easy to see what ammunition a gunner is using and which guns are using what.

Something similar could be done for the pilot, but it would be much harder to pull off in a believeable fashion..

Offline Sprayer

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Re: Interface additions for Pilot/Gunner
« Reply #1 on: October 06, 2013, 12:00:22 pm »
[...]
Ultimately for the gunner, it would be much clearer if each ammo had a physical representation, so you have an 3D ammo box for each type, that you hold in your hand just like any tool.
 When it's loaded the box next to the gun switches to the type loaded. Now it's easy to see what ammunition a gunner is using and which guns are using what.
[...]

Something like that already is on the Echidna Light Flak Cannon (different muzzle flashes, really impressive when using incendiary ammo). I am hereby starting the rumor it may be planned for all the other guns too.

Offline Captain Smollett

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Re: Interface additions for Pilot/Gunner
« Reply #2 on: October 06, 2013, 12:01:51 pm »
Well, I suppose they're not the most obvious indicators but ammo types and pilot tools that are selected are always highlighted at the bottom of the screen.

Also components actively taking damage from pilot tools will make noise indicating that damage is being taken. 

I've played this game so much Ive honestly gotten quite used to looking for these subtle indicators and typically favor a less cluttered ui.  Though mYbe they could be made more obvious if a lot of people aren't seeing them.

Offline Alistair MacBain

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Re: Interface additions for Pilot/Gunner
« Reply #3 on: October 06, 2013, 02:06:28 pm »
Well as gunner is seeable but a bid clearer thing would be probably nice especially for newer players.

Offline The Djinn

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Re: Interface additions for Pilot/Gunner
« Reply #4 on: October 06, 2013, 08:56:32 pm »
1. When you're using pilot items.
Pilot items are activated the instant you switch to them, this stands in contrast to all other form of tools a player can have. There should be at least some kind of blinking or pulsing of the icon to indicate that it's being used. There have been too many times when I've forgotten that I'm using kerosene or when I've accidentally scrolled my mouse and selected something other than the wheel.

I'd definitely agree that this is an issue, although I don't think a blinking or pulsing icon is necessarily the solution. I'd rather see some sort of visual effect on the helm itself: maybe something like a change in color of the altimeter, which would also encourage people to look at it more often. Here's a really quick (and pretty ugly) example, although I'd probably throw on some sort of bubbling animation so that the activation is even more apparent.



Quote
2. Ammo type currently loaded in a gun.
There should be a clear gui displaying what ammo is currently loaded or being loaded into a gun.

This is an easy fix: simply put the current ammo loadout on the pop-up that shows when you hover over a gun. Again, here's a crappy mock-up:



While this doesn't help while you are actually USING the gun, it does help gunners and engineers immediately know what a weapon is currently loaded with, which seems pretty useful. I'll have to think a bit more on an in-gun concept.
« Last Edit: October 06, 2013, 09:27:18 pm by The Djinn »

Offline Captain Smollett

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Re: Interface additions for Pilot/Gunner
« Reply #5 on: October 06, 2013, 10:02:43 pm »
You know, those are both really good suggestions.

I just imagine my altimeter bubbling blood read as I burn moonshine across the map.

Offline DMaximus

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Re: Interface additions for Pilot/Gunner
« Reply #6 on: October 06, 2013, 10:27:16 pm »
I really like the idea for showing the currently loaded ammo on the gun icon. It would help prevent people from unloading my ammo. I think the current indicator is fine for when you're on the gun.

Offline Cid Ferringer

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Re: Interface additions for Pilot/Gunner
« Reply #7 on: October 06, 2013, 11:16:58 pm »
Good suggestions!
But what about when you are using the gun? as the gunner?

Love the idea for the pilot. But maybe there could be some steam and sparks coming from the throttle.
Would also be nice to have a specific gauge which shows the icon of the item being used.
A great idea to notify the engineer and everyone on the ship would be using specific sounds/particle effects for each item that can be seen and heard by everyone.
« Last Edit: October 06, 2013, 11:39:33 pm by Cid Ferringer »

Offline Sprayer

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Re: Interface additions for Pilot/Gunner
« Reply #8 on: October 06, 2013, 11:20:22 pm »
As gunner there usually is not too much you need to think about when gunning... it's very straightforward and very hard to forget which ammo you currently are using.

Offline Cid Ferringer

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Re: Interface additions for Pilot/Gunner
« Reply #9 on: October 07, 2013, 01:02:21 am »
The only time that you're sure of what ammo is loaded is when you select that ammo and it swaps out the current ammo. (I'm talking visually)
It's kind confusing if you select ammo while it's reloading, because it doesn't make sense that you're able to choose after it's begun reloading.

Especially if you man a gun and your character doesn't have the ammo, there's no indicator of what ammo is being used?

Offline Cid Ferringer

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Re: Interface additions for Pilot/Gunner
« Reply #10 on: October 07, 2013, 01:58:56 am »
To demonstrate I fiddled around a bit in Photoshop.





The helm idea might be a bit cheesy, the item display might as well be located somewhere else.
Also the pace which it animates at now is a bit distracting. The idea is that it should be noticable so you can sense it unconciously, but not be too distracting..
« Last Edit: October 07, 2013, 02:00:43 am by Cid Ferringer »

Offline geggis

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Re: Interface additions for Pilot/Gunner
« Reply #11 on: October 07, 2013, 10:02:48 am »
I think these are all great suggestions. Not sure about the icon on the helm though, looks a bit too much like a screen! The ammo type next to the turret icon works well in that mock up I've got to say and would be useful information to anyone about to hop on. How about instead of having the ammo type next to the bullet icon next to the ammo counter you just have the ammo type replace the bullet? The ammo type could be outlined like the bullet and gradually fill up as the ammo is reloaded. That would keep the HUD trim and serve to communicate what ammo is being loaded.
« Last Edit: October 07, 2013, 10:07:12 am by geggis »

Offline RearAdmiralZill

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Re: Interface additions for Pilot/Gunner
« Reply #12 on: October 07, 2013, 10:17:12 am »
I'm all on board with Djinn's subtle additions. Geggis also hit the nail on the head with just replacing the current bullet with the different ammo types. For the pilot, I'd never want to see that flashing on my helm. Maybe instead, have the pilot tool icon pop up on the components that are effected. So, if I was using kerosene, my engines would flash fairly subtly with the tool being used, so I know it's still on.

I'd still like to see options for any of these additions in the options too. Turn them on by default, but let me choose what I want please.

Offline geggis

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Re: Interface additions for Pilot/Gunner
« Reply #13 on: October 07, 2013, 11:03:08 am »
Maybe instead, have the pilot tool icon pop up on the components that are effected. So, if I was using kerosene, my engines would flash fairly subtly with the tool being used, so I know it's still on.

Nice idea. That could work in a similar way to fire actually, where the component icon is cycled with the pilot tool damaging it (and fire if that's also doing damage). If it was visible to crewmates (in the same way fire is) they could also warn cap'ns if they're still sloshing moonshine/tar/kerosene into the engines, or pumping hydrogen into the balloons for instance.
« Last Edit: October 07, 2013, 11:05:21 am by geggis »

Offline Cid Ferringer

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Re: Interface additions for Pilot/Gunner
« Reply #14 on: October 07, 2013, 11:52:18 am »
I think the bullet loading icon should remain. The ammo icons aren't solid enough to be clearly noticable.
Although I guess you could go inverted and make the background solid and the icon transparent.

I like the idea of the pilot item icon appearing in the GUI of the affected component, to inform the engineer.

Also, the helm idea does look cheesy, I try to make it look low-tech, but it looks like something that belongs in Fallout rather than steampunk..
To be fair, it was just something I doodled with, so an actual implementation wouldn't look anything like it..
Because I do still like the idea of having a similar indicator located somewhere, but not in the middle of the helm..

Something based on a flipclock or the same mechanic used in slot machines(?) could be cool.
If not for the pilot items, then something displaying speed/altitude would be awesome.

« Last Edit: October 07, 2013, 11:55:13 am by Cid Ferringer »