Suggestions for navigation map interface

Tips, tactics, and general discussion for Evochron Legacy.
Casai
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Suggestions for navigation map interface

Post by Casai »

Hi everyone! I love the game, I've been playing it nonstop for the past couple days! However, since the Navigation Map is such an integral part of the game, I think it could use some improvements. For instance, I would really like the map to be draggable, but I saw in another forum that Vice already said this wouldn't be feasible. Here, IMO, would be the next best things:

- Mousewheel zoom: instead of centering the zoom on the current player location, how about centering the zoom on the mouse cursor's location? For a demo just go to Google Maps, put your cursor over something interesting, and use the mousewheel to zoom in and out =) This would really let players explore the map, instead of having to repeatedly zoom out from their location, right click on something interesting-looking (which goes to max zoom), and having the map recenter itself on their location the moment they start zooming out again.
- Pan function when zoomed in: instead of having to click the arrows to pan around, how about mapping (or letting us map) keys to them? Like the arrow keys? Also, it would be nice if it didn't pan one whole screen at a time, since it's kind of disorienting. If it panned half a screen at a time, it would be a smoother transition.
- Display Fulcrum Drive jump radius: a lot of trial and error could be eliminated if a non-obtrusively colored circle centered on the player was drawn showing what range their current FD is able to jump them to. The player would then intuitively know that if they clicked within the circle, the resulting nav point would be a valid jump destination.

Just my 2 cents! Thanks for such an amazing game, it's everything I've wanted since playing Privateer, Independence War 2, and Freelancer!

[Edited on 9-11-2009 by Casai]
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Suggestions for navigation map interface

Post by 49rTbird »

Hello Casai, welcome to the forum and the Sim. I like some of your ideas. C U out there sometime soon.:)
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haloterm
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Suggestions for navigation map interface

Post by haloterm »

I like the suggestions. Another one might be to add an option that all consoles appear immediatly, without the moving anmiation. It would be faster, imo.
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Suggestions for navigation map interface

Post by Vice »

- Mousewheel zoom: instead of centering the zoom on the current player location, how about centering the zoom on the mouse cursor's location? For a demo just go to Google Maps, put your cursor over something interesting, and use the mousewheel to zoom in and out =) This would really let players explore the map, instead of having to repeatedly zoom out from their location, right click on something interesting-looking (which goes to max zoom), and having the map recenter itself on their location the moment they start zooming out again.
Couple of issues/challenges with this. First, some information. The navigation map uses a 'sensor' based system, one that uses a central location (your current sector) as the starting point for the sensor's scanning range. If you were to zoom in on a distant sector, then want to zoom out from that point, the zoom would stop as soon as your reached the sensor limit due to the mechanics of how the navigation sensor and map system works. It could be grayed out, but then there'd just be large parts of the map that would be useless. The auto-centering keeps the map inline with sensor limits and provides predictable behavior for tracking where you are viewing relative to your current position (rather than potentially losing track as you move all around the map).

Currently, there really is no need to require sorting through numerous levels of variable panning and/or zooming. All that's needed is a zoom to the desired range, then a right click to the desired sector... two quick steps. Then if you want to look at another sector, zooming back out automatically resets the map to center for you, giving you immediate access to the full range of the nav map sensors in all directions without having to 'pan back' to center manually.

It may take some getting used to, but the system is pretty easy to adapt to once you become familiar with how it works and why. That being said though, I am reviewing possible optional modes for the nav map that may add different kinds of panning/zooming functionality for players that want it. So I am keeping your comments, along with others, on hand for review as I work on that system.
- Pan function when zoomed in: instead of having to click the arrows to pan around, how about mapping (or letting us map) keys to them? Like the arrow keys? Also, it would be nice if it didn't pan one whole screen at a time, since it's kind of disorienting. If it panned half a screen at a time, it would be a smoother transition.
Half panning might make things a bit more confusing. Although I have thought about being able to slide the map around combined with auto-centering to the nearest sector when the control is released. However, there aren't too many benefits for doing this that would decrease nav point selection time or clarify functionality.
- Display Fulcrum Drive jump radius: a lot of trial and error could be eliminated if a non-obtrusively colored circle centered on the player was drawn showing what range their current FD is able to jump them to. The player would then intuitively know that if they clicked within the circle, the resulting nav point would be a valid jump destination.
The indicator on the bottom left of the nav console provides that information. Your 'FD' range is displayed and the distance to the selected jump point is also displayed for comparison. A visual marker would be nice though (would need to account for the inherent inaccuracy of the lower model drives and once you obtain the max unit, the entire map would be in range anyway).
I like the suggestions. Another one might be to add an option that all consoles appear immediatly, without the moving anmiation. It would be faster, imo.
That's pretty dependent on system performance (faster framerate = faster console movement). I'm planning on changing this to a timer based system instead, which would speed up the animation a lot on slower systems.

[Edited on 9-11-2009 by Vice]
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Suggestions for navigation map interface

Post by Marvin »

Originally posted by Vice

A visual marker would be nice though (would need to account for the inherent inaccuracy of the lower model drives and once you obtain the max unit, the entire map would be in range anyway).
:cool: Only for the side of the map displaying your main direction of travel. The "back view" circle would probably be very small when jumping along the galactic horizon. And vice versa when your course takes you up or down the Y axis.
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Suggestions for navigation map interface

Post by -Darkhorse- »

Hi Casai, Welcome to the Game and Forum. Good suggestions!. Hope to see you out there!;)
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Suggestions for navigation map interface

Post by BraveHart »

Welcome aboard Casai....Looking forward to seeing you in MP :)
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Suggestions for navigation map interface

Post by Maarschalk »

Hello Casai, Welcome to the Game and this Forum! looking forward to meeting you out there!:cool:
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