Poll question on SE dev regarding Interface UI / UX

A military-oriented and sci-fi wargame, set on procedural planets with customizable factions and endless choices.

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Vic
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Poll question on SE dev regarding Interface UI / UX

Post by Vic »

Please hop on over here to answer the poll:

https://www.vrdesigns.net/

best wishes,
Vic
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Nsf665
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Re: Poll question on SE dev regarding Interface UI / UX

Post by Nsf665 »

only 2 answers.. :)
I would probably add some colour coding in decisions and other tabs - since its harder to recognize all the info sometimes.
I have gotten use to it after years, but since the beginning I lacked this option.
Also I'm curious if this would be doable just with modding?
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KingHalford
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Re: Poll question on SE dev regarding Interface UI / UX

Post by KingHalford »

Looks like a Model Design UI redesign is a popular option here then. It's only bothering me in aircraft design, but I think if a thematic replacement could be made that fits into the existing UI, that might be nice.
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Moat_Man
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Re: Poll question on SE dev regarding Interface UI / UX

Post by Moat_Man »

KingHalford wrote: Wed Jan 04, 2023 11:20 pm Looks like a Model Design UI redesign is a popular option here then. It's only bothering me in aircraft design, but I think if a thematic replacement could be made that fits into the existing UI, that might be nice.
Agreed. I don't like to use aircraft solely becuase of the interface and that's a shame. Its very difficult to figure out which design has the best range. You have to click through so many times and use a notepad to remember your previous "guesses".

A new interface needs to have all the options on one screen with the results shown and updated dynamically. It would allow you to easily change one setting and immediately see how it impacts the range.
Thrake
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Re: Poll question on SE dev regarding Interface UI / UX

Post by Thrake »

The winning answer in the Possible DLC Poll was quite a surprise… I would have thought majority would have preferred post-apocalyptic low tech mayhem above more trade & politics :)
My rationale for voting was that I'm only really interested in multiplayer at this point. Tech 3 start can be pretty slow to get going and a bit too hard mode to keep all players interested and involved. With tech 4, at worst models need a redesign to be better but most of the tools to progress easily are available. Besides it delays getting into the player versus player gameplay which can already take a good 40 turns to happen. I considered a mad max start would likely feature similar issues. That said when I played single player I liked tech 3 start. I have mixed feelings about research too, early game has a lot of options, variants and models while later on it feels that there are fewer significant choices to make. I guess I would be more interested in a broader tech tree that would open more variants rather than weaker variants of what we already have.

I also ended up enjoying character management more than I imagined I would. It adds some nice layer to the wargaming where I need to strike some compromises with faction expectations.

I'm not sure where you would go with trading but I find the economic aspect interesting to explore.
Reppu
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Re: Poll question on SE dev regarding Interface UI / UX

Post by Reppu »

Giving (some) of player frontline armies to AI control. And able to give then attack/defence orders or objects (Like attack or defend this city/hex).
Could be quite handy when you have quiet/boring fronts or hundreds and hundreds of formations/units on the map.

P.s
Make AI competent to use air units... They barely use them at all. And their desings are short range and bad overall.
P.P.s
Make AI more competent using land units and managing its fuel. I think they burn out their fuel reserves fast.
Also watching AI using HEAVY Tank formations to conquer 'wasteland' where is no major or minor AI regimes and barely any wild life is quite depressing. There is not really ANY reason at all to use tanks or HEAVY tanks for that 'job'.

P.P.P.s
Also AI should build up their economy and industry a LOT more. Atleast it looks like they barely build anything.
So the first 30 turns are usually fun but the game is 'over/won' at 30-50 turn mark. Why? Because you can see AI heavy tanks at the wasteland that they cannot get back to frontline against the player because they have no fuel or logistical points. Their planes have too short range and out of fuel so they cannot use them against the player. AI seems to lag behind in units that they can produce because AI have not build up their industry. And so on and so on...
Player just can focus its troops and resources much better and manage fuel better. Meanwhile AI and its troops are all over the place out of fuel or something.
Last edited by Reppu on Mon Jan 09, 2023 2:33 am, edited 1 time in total.
phyroks
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Re: Poll question on SE dev regarding Interface UI / UX

Post by phyroks »

AI to better handle end game/economy(hardest difficulty), its dangerous at start and it just falls behind on tech and troop upgrades too fast. General AI improvements.
Kalakanjakas
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Re: Poll question on SE dev regarding Interface UI / UX

Post by Kalakanjakas »

Upvote for Thrake and his great rationale for a better midgame experience.
I'd like to add that the problem with a low-tech start, especially if you're using a slower game speed, is that there isn't enough metal. Metal mines in general are pitiful small and make tech beelining to soil filtration a requirement. There is no problem with generating planets with scarce resources and having a game with limited resources. The trouble is that it is always the same. In my opinion mining deposits should be really large so that they gain strategic value (I don't include deposits you start with).
As Thrake said, there are many options for different models in the early game, some of which later become obsolete and the options shrink. The problem is that it's in the early game that you're most constrained by resources, so many see new early-game additions as superfluous.
I'd like to see more variation in early game resources (different availabilities and amounts/maybe special planetary rules > ruins don't have oil) and that some models have more endgame potential.
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Cladboy2
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Re: Poll question on SE dev regarding Interface UI / UX

Post by Cladboy2 »

I would really like to see the UI/UX improvements in general, I think it would be easier to convince my friends to get this game if the interface was a bit more "friendly".
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Re: Poll question on SE dev regarding Interface UI / UX

Post by arosenberger14 »

Aside from the model design interface which most folks seem to want to see improved, the main thing that annoys me is having to manually predict resource consumption/production for construction. To avoid construction delays I have to go through each zone, tally up the difference between the zone inventory and ongoing construction costs, subtract that from my SHQ stocks, and then calculate out just how much I can spend on new construction without putting things into the red. It's tedious, frustrating, and often imprecise depending on logistic capacity and such.

Not entirely sure how to make the experience better, but it would be nice if the anticipated SHQ production and consumption for the next turn were displayed somewhere more obvious. The ability to manually deliver resources to a zone inventory from the SHQ may also help. And finally, if you had to consume and deliver the first round of construction costs when starting a new building that could help prevent the player from constructing more than they can afford in terms of resources or logistics points.
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