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Communications console

posted Mar 04, 2013 14:53:14 by hancock.steven
My comms officer mentioned a minor issue he had with his console last time. Our Helm was manoeuvring amongst a large fleet of enemy ships. Comms was trying to call for the surrender of enemies whose shields were down. Here's where the issue arrises. Ships are listed according to distance. Normally this is very helpful, but when weaving amongst an enemy fleet the ship buttons on the comms officer's console dance around faster than he can chase them with the mouse.

Rather than directly sorting by range, a variable based on range could be used such that:
If range > 1000, then sorting variable = range, else (i.e 1000 or closer) sorting variable = 1000.

In effect this would mean you have sorting by distance, unless you're right amongst then in which case they are unsorted but not dancing around.

A small suggestion perhaps, but hopefully helpful. (Although I'm sure it would be a lot more complex to implement than I made it sound, that was just the clearest way I could explain what I meant.)
[Last edited Mar 04, 2013 14:54:43]
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14 replies
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JoeGreene said Mar 08, 2013 23:53:51
Why shouldn't they just be sorted by Ship Designator..... Thus the order would never change.. Comms could double check LRS as needed to get nearest ship and contact that designator. I know if I was on Comms, I'd prefer them sorted by designator... but maybe that's just me.. sure explains my frustration the last time I played comms

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AdmlBaconStraps said Mar 09, 2013 01:25:01
Another way that my crew uses is we always use ship tags, never types or ranges or anything else. That way everyone is always absolutely clear on which orders apply to which contact
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TheoBrinkman said Mar 09, 2013 05:20:39
I agree. Sort by designation, that's the easiest way to quickly find a specific ship in the list.
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TaigiaReilly said Mar 10, 2013 07:41:04
This has nothing to do with this and I'm sorry but I wanted to tell Steven that ls in the manual as a suffix for speed stands for light speed.
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Mike_Substelny said Mar 11, 2013 13:50:46
As discussed in another forum, the manual uses μls as the unit of distance. While the math doesn't work out for any unit, μls stands for "micro light-second" because it sounds reasonable.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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hancock.steven said Mar 13, 2013 19:10:28
Hi Taigia, did you see my query on the wiki? :) So, "LS" is "light speed"?! You're not wrong Mike, the maths really doesn't stack up! Incidentally "c" would be better than "LS". That is the normal symbol for the speed of light. Also this would mean the Arvonian Fighter's impulse is faster than light!

On page 15 of the manuel it states: "If no target is hit after the torpedo has traveled 6kms, an automatic timer will detonate the warhead." Now that really confused me because six kilometres would normally be written as 6km, not 6kms. Units are not normally pluralized. Does kms stand for something else?
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Mike_Substelny said Mar 13, 2013 19:37:51
Hmm. I was just reading that yesterday in the print edition of the manual. The print edition says 6 μls. Perhaps the wrong version was published to the website.

I'll open up the time/space/size/distance topic for discussion as soon as we have a dedicated forum for the Artemis universe. Until then, I'll just say that there is no way to make the units in Artemis work out mathematically. But that's okay, since Artemis is supposed to have the feel of a movie/television space travel which is ridiculously distorted.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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hancock.steven said Mar 13, 2013 20:16:46
I'll open up the time/space/size/distance topic for discussion as soon as we have a dedicated forum for the Artemis universe.

Tragically, I'm really looking forward to that! :p
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SigbiornSigmundarson said Mar 13, 2013 20:57:34
On the topic of distance: If you do the math using meters and kilometers Artemis moves slower at warp 4 than the Apollo moon rocket. With my crew I've decided to use the fake Klingon designation for distance, "Kellicams." If it works for Gene...
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hancock.steven said Mar 13, 2013 21:05:55
The print edition says 6 μls
Hang on should that be 6k μls i.e. 6000 μls?
[Last edited Mar 13, 2013 21:08:41]
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TaigiaReilly said Mar 13, 2013 21:43:42
Rather then it just being "ridiculously distorted" I'd like a real sense of proper space distances put in.
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Mike_Substelny said Mar 14, 2013 04:21:21
Taigia, there is no way to make a game with a real sense of space distances that still lets players feel like they are in Star Trek, Star Wars, Battlestar Galactica, etc. Those universes need to distort distances by a factor of thousands or millions to tell their stories. Most space combat games do this, too.

There might be a space combat game out there with realistic scales of time, speed, distance, damage, energy, and size. But if it exists I have never seen it.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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ChrisHayes said Mar 17, 2013 05:50:13
My comms officer proposed a very minor addition to the comms UI. She would like an "Exit All" function added to the comms screen. At the moment, if she is attempting a communication action, and I (the captain) order a different comms action that needs to happen immediately, she has to back out of several layers of text options before being able to resume with the commanded action. She noted today that an "Exit All" option in each tier would greatly simplify things and save valuable time.
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madings said Mar 19, 2013 21:46:38
Along similar lines, the comm screen is entirely text based with no images, which is something the human brain is slow at recognizing. What would help is if each time a ship or station is mentioned, on the buttons or as an identifying header on a message box, there was some type of image of the thing that was talking to you. A picture of a space station next to space station messages, a picture of the enemy ship next to enemy ship messages, etc. Ideally it would be a 3-D render of the actual model in the game, but if that's too unwieldy then a simple icon version would still help,
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