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Action Cards

 
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Action Cards - 10/15/2010 9:37:44 PM   
RocketMan


Posts: 679
Joined: 7/19/2004
From: South Carolina, USA
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First of all Vic, let me say that I really enjoy the game. I have been playing computer games for over 30 years and I have bought many games that I haven’t gotten as many hours of enjoyment out of as this one.

The Action Cards are a great idea and they remind me of something Sid Meyer once said about game design: “Give the players interesting choices.” When to play the action cards and what units to use them on definitely provide some interesting choices.

However, as with all games, I feel there is room for improvement in how the action cards are played. I find it difficult to know when a card is available to be played and it breaks the flow of the game having to hunt down if a card is available.

For instance, to know if a card is available, I click on a unit then click on the HQ under the unit name to get to that HQ. If there is no card at that HQ, I click on the next HQ to check for a card and then the next HQ. If there is a card available, I pick play card and then have to find the unit on the pop-up window that comes up and then hunt the unit back down on the map. In fact this procedure is so tedious I frequently find myself forgetting to even look to see if I have Action Cards available.

I believe there is an easier way for Action Cards to be played. Add another tab after the “Unit Details” tab that says “Action Cards.” On that tab list all the Action Cards available to that unit and what HQ has them along with a button to play the card on that unit. This is a much more natural way of information flow for the player and it allows you to get rid of the pop-up for playing cards entirely, it streamlines the interface and doesn’t take the player out of the flow of the game.


< Message edited by RocketMan -- 10/15/2010 10:06:00 PM >
Post #: 1
RE: Action Cards - 10/16/2010 6:27:18 AM   
bcgames


Posts: 1152
Joined: 6/2/2010
From: Kansas
Status: offline

quote:

ORIGINAL: RocketMan

I believe there is an easier way for Action Cards to be played. Add another tab after the “Unit Details” tab that says “Action Cards.” On that tab list all the Action Cards available to that unit and what HQ has them along with a button to play the card on that unit. This is a much more natural way of information flow for the player and it allows you to get rid of the pop-up for playing cards entirely, it streamlines the interface and doesn’t take the player out of the flow of the game.


I agree. The card play is a fun dynamic, and this suggestion on how to facilitate it is a good one.

(in reply to RocketMan)
Post #: 2
RE: Action Cards - 10/16/2010 5:08:12 PM   
hafer


Posts: 271
Joined: 8/28/2010
Status: offline
second that!

*hafer

(in reply to bcgames)
Post #: 3
RE: Action Cards - 10/16/2010 7:46:05 PM   
Ctaardvark

 

Posts: 41
Joined: 9/19/2010
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Me too.

It's currently way to cumbersome to figure out what cards are available and then play them. Good idea RocketMan.

_____________________________

We play the game with the bravery of being out of range.

(in reply to hafer)
Post #: 4
RE: Action Cards - 10/17/2010 12:04:36 PM   
Vic


Posts: 3719
Joined: 5/17/2004
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quote:

ORIGINAL: RocketMan

First of all Vic, let me say that I really enjoy the game. I have been playing computer games for over 30 years and I have bought many games that I haven’t gotten as many hours of enjoyment out of as this one.

The Action Cards are a great idea and they remind me of something Sid Meyer once said about game design: “Give the players interesting choices.” When to play the action cards and what units to use them on definitely provide some interesting choices.

However, as with all games, I feel there is room for improvement in how the action cards are played. I find it difficult to know when a card is available to be played and it breaks the flow of the game having to hunt down if a card is available.

For instance, to know if a card is available, I click on a unit then click on the HQ under the unit name to get to that HQ. If there is no card at that HQ, I click on the next HQ to check for a card and then the next HQ. If there is a card available, I pick play card and then have to find the unit on the pop-up window that comes up and then hunt the unit back down on the map. In fact this procedure is so tedious I frequently find myself forgetting to even look to see if I have Action Cards available.

I believe there is an easier way for Action Cards to be played. Add another tab after the “Unit Details” tab that says “Action Cards.” On that tab list all the Action Cards available to that unit and what HQ has them along with a button to play the card on that unit. This is a much more natural way of information flow for the player and it allows you to get rid of the pop-up for playing cards entirely, it streamlines the interface and doesn’t take the player out of the flow of the game.



Keep in mind that you can see on the counter of the HQ if it has 1 or more actioncards available!

best,
Vic

_____________________________

Victor Reijkersz Designs
www.vrdesigns.nl

(in reply to RocketMan)
Post #: 5
RE: Action Cards - 10/17/2010 3:46:14 PM   
RocketMan


Posts: 679
Joined: 7/19/2004
From: South Carolina, USA
Status: offline
quote:

ORIGINAL: Vic

Keep in mind that you can see on the counter of the HQ if it has 1 or more actioncards available!

best,
Vic


Showing the action cards on a HQ is a nice feature, but it doesn't help if the HQ is off the screen (like higher level HQ frequently are) or they aren't on the top of a stack. And the method to play the cards is still cumbersome as Ctaardvark said.

I read an article once on how to design software and and it talked about verbs and nouns. It is hard to explain in just a few words, but one example given was of a way to save phone numbers on phones. One system required you to hunt down the save functionality, a verb, to save a number and the other let you save a number, a noun, when the number was on the screen at that time. The noun method put forward as the superior design choice and a more natural way for the user to use the system. I wish I could find the article I am talking about but it was a few years ago I read it and I couldn't find it on Google.

I view playing the action cards as the verb and the unit as the noun. I have a unit I might want to play an action card on so I should be able to do it from the unit itself instead of having to hunt down the way to play it.

This explanation probably makes no sense to anybody but me, but the bottom line is the method I described would, I think, be a much more natural way to play action cards.

(in reply to Vic)
Post #: 6
RE: Action Cards - 10/17/2010 4:03:06 PM   
bcgames


Posts: 1152
Joined: 6/2/2010
From: Kansas
Status: offline

quote:

ORIGINAL: RocketMan

I have a unit I might want to play an action card on so I should be able to do it from the unit itself instead of having to hunt down the way to play it.


This makes alot of sense.

(in reply to RocketMan)
Post #: 7
RE: Action Cards - 10/18/2010 6:02:32 PM   
Vic


Posts: 3719
Joined: 5/17/2004
Status: offline
Thanks for all the feedback. All is considered. I understand the point.

But in the meantime using the OOB tabsheet should be an easy way to see which HQ has cards. Also clicking on the name of the HQ will directly take you there.

_____________________________

Victor Reijkersz Designs
www.vrdesigns.nl

(in reply to bcgames)
Post #: 8
RE: Action Cards - 10/19/2010 5:58:02 AM   
bcgames


Posts: 1152
Joined: 6/2/2010
From: Kansas
Status: offline

quote:

ORIGINAL: Vic

...using the OOB tabsheet should be an easy way to see which HQ has cards. Also clicking on the name of the HQ will directly take you there.

Excellent! I learn something every day about this game. This is a good tip to emphasize in the game manual.

(in reply to Vic)
Post #: 9
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