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nkenny

Baby steps for a better game focusing on User Interface.

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Baby steps for a better game focusing on User Interface.

Assumptions:

* Minimizing the use of Action Menu is good design.

* Creating specifically bindable buttons is good design.

* Multi-functional buttons is good design.

Single button Targeting Queue

Idea

It would be nice to have a targeting queue of sorts that automatically assigns the nearest (with LOS) trooper to engage an appropriate target. Two queues would be necessary; one for personnel and soft targets, the other for hard or armoured vehicles.

Logic

Manually assigning targets with the current system is both slow and cumbersome. Adding a single-button targeting queue would also go a LONG way in making player led AI troops a significantly greater threat.

Improved Contact Reports

Idea

AI of medium skill and higher should revert to using the CLOCK based contact reports of old. AI of high skill may if possible utilize contact reports by DEGREE or BEARING.

Logic

“Rifleman spotted FAR to our LEFT†is a worthless contact report.

Charged Hand Grenades + Handling

Idea

Hand grenade utility could be greatly improved if A) they didn’t bounce like rubber balls. B) Press and hold fire button for increased ‘power’ for the throw. Holding the button for a longer time produces a longer throw.

Logic

Currently Hand grenades are WAY to erratic to be employed in any meaningful manner.

Satchel Charges and Vehicles Mines planted by AI

Idea

An easier interface to get AI to plant both satchel charges and mines. Preferably a ‘point and click’ solution. Satchel charges planted by subservient AI soldiers should have their “touch off†option appear in the Human leaders Action-menu. (as if he planted them himself)

Logic

Ever tried getting an AI to plant a satchel? It takes like 20 presses of various buttons to get it to activate a single satchel; and often it will be poorly planted! Likewise planting mines. If I lead a team of AI (all carrying mines) I just want to highlight some locations that I want a mine planted, and let the AI determine who goes where and does what.

New Behaviour mode: ASSAULT

Idea

Add a new behaviour pattern called Assault for use in MOUT situations or really any time you need your squad up, running and aggressive. Essentially a copy of DANGER save a focus on staying in formation AND crouched being the lowest acceptable stance.

Logic

Combat in urban areas, or really just when you want to press forward is difficult to accomplish with AI soldiers in ARMA2. This could greatly help.

Bind Buttons to Unit Command Actions

Idea

It should be possible to bind any and command action to key button presses. Including

Behaviour mode (Danger, Stealth, Aware, Safe)

Movement (Advance, Flanking, Withdraw, etc)

Team Selections (Red, Green etc)

Logic

This is a very basic functionality that could permit people to greatly streamline the act of commanding a mob of sheep… errr sorry AI soldiers.

Step Over Command Limited

Idea

The step over command should instead be an “interact with environment†type button. If near to a low boundary such as a fence, the result should be stepping over. But if next to a vehicle it should be get in (cargo). If next to a stationary weapon, it should mean get it, and etc.

Logic

Its already painfully annoying to accidentally press the step over command by mistake, the ballerina scissor jump across an invisible fence is not only achingly mood breaking but could easily lead to your death when accidentally pressed an an inopportune time.

AI Formations

Idea

AI formations should automatically spread out further when moving over open terrain, likewise AI formations should contract when moving into forests or Urban locations.

Logic

Not only is it realistic, but also quite tactically sensible.

Double Tap to select Fire teams

Idea

I believe this functionality was present in Arma1. But if say soldier #2 is a member of fire team RED. Double-tapping F2 should select his entire team.

Logic

Simpler and smoother interface.

Fire teams Clearly stacked in Command UI

Idea

All soldiers member of a fire team should occupy the same spot within the UI. A graphical representation perhaps a stacked on one another, or one reminiscent of the Operation Flashpoint vehicle listing could be adopted.

Logic

Anything which makes utilizing fire teams easier is a god send.

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* Minimizing the use of Action Menu is good design.

* Creating specifically bindable buttons is good design.

* Multi-functional buttons is good design.

This alone was good design of a rather lengthy interface by BIS.

Hopefully they will make a Quick radial command thing like in OFP DR that would cover more basic commands like move, fire, actions, ROE.

COPY IT PLEASE. :p

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The radial system in OFP DR has been pissed over by loads of (OFP DR) users by now.

I don't think it's a good approach for a game like Arma.

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The radial system in OFP DR has been pissed over by loads of (OFP DR) users by now.

I don't think it's a good approach for a game like Arma.

Thats because its not implemented right!! :)

Think about it.... Works Great in Battlefield 2 not the same type of genre but hell it gives you fast input to about 12 commands, so instead of having to push 3 buttons for one command, you can click one button on the keyboard highlight the selected action with your mouse not like in OFP DR how you got to hit WASD and you got yourselve quick commands, It would be cool if we had the same ones from Battlefield 2, Spotted, Move, Medic, Ammo, Flank, hold, fire, fire, regroup, Get in type of actions. :yay:

DR's was just Crap design, why would you make the player stop moving and stop being able to do anything for that matter to issue a command and then make it so you have to go through 2 lists before getting useful commands??

Like I said would work if its properly implemented sadly OFP DR wasn't.

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could not a mod maker develop such a radial command menu? there are some pretty damn smart people here. and i agree OFPDR revealed a need for BIS to step up to the game on this point. that said OFPDR implementation is prety crappy and BIS could do a shitload better. and it doesn't have to be a radial button - there are other options but more intuitive and advanced/trained options are needed really.

Edited by twisted

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I have to agree with Flash Thunder on this one. Personally I think a radial / compass menu / mouse gesture system would work very nicely if done right, something OFDR obviously wasn't from a PC gamers POV. Some say it's actually not that bad once you'ce played with it for a while, but I'm still taking too long issuing commands.

I haven't played games with a nice radial yet, but I'm using compass menu in 3D software to great success, and mouse gestures in Opera also to great success. To the point where I don't find it possible to turn it off.

My idea revolves around the idea of pressing a certain key to bring up a certain radial, then pushing right mouse button while dragging mouse in a certain direction on the popped up radial. We would have different keys for say:

Interact (i.e. with vehicle, body, such as get in, gear at etc).

Formations

Scanning and observation duties

Fire modes

etc.

If OFDR used a single key to bring up each of the end radials (no radial navigating needed), and using a mouse rmb + movement direction, it would work soooo much better. I guess you're quickly out of keys on a controller though, so not a good option for consoles.

I think this method would quicly become very fast, as it becomes a matter of learned motoric skills instead of having to read on screen constantly what all does. It would however, require you to look down on the keyboard to find the right key.

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First of all, you have great ideas NkEnNy. Some aspects you provide should be really considered to be realized. Some of them were already requested in other threads by me and other users.

Single button Targeting Queue

Idea

It would be nice to have a targeting queue of sorts that automatically assigns the nearest (with LOS) trooper to engage an appropriate target. Two queues would be necessary; one for personnel and soft targets, the other for hard or armoured vehicles.

Logic

Manually assigning targets with the current system is both slow and cumbersome. Adding a single-button targeting queue would also go a LONG way in making player led AI troops a significantly greater threat.

It's the your first point, but sorry if I didn't get it, although I've read it multiple times :o . Doesn't the AI seek their targets by themselves already? I was never in the need to assign more than 1 target per teammember, if I even used it (unless for tanks, but that's another bug...err story :D ). And we already have one-click assignments (ok, it's one button and a click, but it's fast enough I think). I don't know when I could use such a target queue, unless there would be hordes of enemies, which is quite a very rare case. Please correct me if I misunderstood you.

Improved Contact Reports

Idea

AI of medium skill and higher should revert to using the CLOCK based contact reports of old. AI of high skill may if possible utilize contact reports by DEGREE or BEARING.

Logic

“Rifleman spotted FAR to our LEFT†is a worthless contact report.

[/Quote]

+1; I've often requested that by myself. To make it easier to implement, you could say, lower skilled soldiers, should locate targets with lesser accuracy. But still, an indicator is essential (or clock/azimuth reports to have proper control over your team.

Charged Hand Grenades + Handling

Idea

Hand grenade utility could be greatly improved if A) they didn’t bounce like rubber balls. B) Press and hold fire button for increased ‘power’ for the throw. Holding the button for a longer time produces a longer throw.

Logic

Currently Hand grenades are WAY to erratic to be employed in any meaningful manner.

[/Quote]

Yeah, the bouncing bug certainly must be fixed. Define the range of thrown grenades by charging them could be a good solution, if it gets properly realized. But I think it's not really necessary.

Instead of that, the own teammembers should finally learn how to throw grenades, cause they never do (at least for me, did I sth wrong?).

Satchel Charges and Vehicles Mines planted by AI

Idea

An easier interface to get AI to plant both satchel charges and mines. Preferably a ‘point and click’ solution. Satchel charges planted by subservient AI soldiers should have their “touch off†option appear in the Human leaders Action-menu. (as if he planted them himself)

Logic

Ever tried getting an AI to plant a satchel? It takes like 20 presses of various buttons to get it to activate a single satchel; and often it will be poorly planted! Likewise planting mines. If I lead a team of AI (all carrying mines) I just want to highlight some locations that I want a mine planted, and let the AI determine who goes where and does what.

Good point. Could be useful, if time is a critic factor.

New Behaviour mode: ASSAULT

Idea

Add a new behaviour pattern called Assault for use in MOUT situations or really any time you need your squad up, running and aggressive. Essentially a copy of DANGER save a focus on staying in formation AND crouched being the lowest acceptable stance.

Logic

Combat in urban areas, or really just when you want to press forward is difficult to accomplish with AI soldiers in ARMA2. This could greatly help.

Doesn't the command "Advance" already do this? AI advances towards the enemy, spreads out and starts attacking. Otherwise, if you want your squad run 'n' gun Arma2 is not the right game for that.

Bind Buttons to Unit Command Actions

Idea

It should be possible to bind any and command action to key button presses. Including

Behaviour mode (Danger, Stealth, Aware, Safe)

Movement (Advance, Flanking, Withdraw, etc)

Team Selections (Red, Green etc)

Logic

This is a very basic functionality that could permit people to greatly streamline the act of commanding a mob of sheep… errr sorry AI soldiers.

Good point. But all of my keys are already bound to actions. Where is the place for such, you requested? Moreover, if you know the number code for the commands, it's nearly the same. I didn't get killed a single time because I was occupied by the current command system and I'm really not the fastest one.

Step Over Command Limited

Idea

The step over command should instead be an “interact with environment†type button. If near to a low boundary such as a fence, the result should be stepping over. But if next to a vehicle it should be get in (cargo). If next to a stationary weapon, it should mean get it, and etc.

Logic

Its already painfully annoying to accidentally press the step over command by mistake, the ballerina scissor jump across an invisible fence is not only achingly mood breaking but could easily lead to your death when accidentally pressed an an inopportune time.

That's a very good idea. This button could activate every suggested action in the middle of the screen (get in, gear, talk, ...) plus activating step over if an obstacle is near.

AI Formations

Idea

AI formations should automatically spread out further when moving over open terrain, likewise AI formations should contract when moving into forests or Urban locations.

Logic

Not only is it realistic, but also quite tactically sensible.

I tend more to the opinion, that it's better to have more grasp on the AI. Since OFP, they made the AI do very much things on their own. This makes them lesser controlable, which results in a worse squad command cause action of the player could conflict with AI's choices (yeah, the player one's should override, but they don't do everytime). Especially editing gets a pain, if you want an AI to do this and that (e. g. for a cutscene) and it simply doesn't, because it has it's own life.

Double Tap to select Fire teams

Idea

I believe this functionality was present in Arma1. But if say soldier #2 is a member of fire team RED. Double-tapping F2 should select his entire team.

Logic

Simpler and smoother interface.

+1

Fire teams Clearly stacked in Command UI

Idea

All soldiers member of a fire team should occupy the same spot within the UI. A graphical representation perhaps a stacked on one another, or one reminiscent of the Operation Flashpoint vehicle listing could be adopted.

Logic

Anything which makes utilizing fire teams easier is a god send.

+1

This alone was good design of a rather lengthy interface by BIS.

Hopefully they will make a Quick radial command thing like in OFP DR that would cover more basic commands like move, fire, actions, ROE.

COPY IT PLEASE. :p

No, please don't copy it. Yeah, OFP: DR's radial interface is bad, but it's better than the interface of Battlefield2. It's more precise, because you are using keys for selecting the apropriate command. In Battlefield2 you are using the mouse, which is in a game like Arma2 a pain, if you don't have a smooth running game (perfomance). Besides that, a radial interface blocks more of the view than the current one. Pressing keays, is faster and doesn't block anyone's view ;) .

Edited by LeadCommando65

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Double Tap to select Fire teams

Idea

I believe this functionality was present in Arma1. But if say soldier #2 is a member of fire team RED. Double-tapping F2 should select his entire team.

shift+F2 (or any F key)

any coloured group member which you select with shift will select the whole coloured squad.

Theres one down for a better game :D

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