Posted by: Count Sessine
« on: November 01, 2010, 08:05:04 AM »I don't have much to add creatively at this point, but wow, this sounds exciting!
There will be optional text-based information as well, as there is in the real system. This will include speed, course, size, Interesting. My own preference is very much for symbols, even the very limited Aurora ones, rather than ship graphics. I was under the impression that quite a few players wanted to see spaceships rather than symbols so its good to get the opposite view too.I always used to use NTDS in Harpoon....
I'll play around with it. I might make the level of detection a little more varied in Aurora II so you may see the unknown symbols, generic ship symbols and more specific symbols. I also think that rather than list every contact separately, as in Aurora, enemy ships in the same location will be shown as a single Task Group symbol, with optional text showing a summary of types in one line.Task Group symbols would definitely help with decluttering the screen. How about making the list appear if you hover the pointer over the icon? I have no idea how complex to code what I just asked for was
Steve
I have some experience of C2 systems and the MIL-STD-2525 symbols look like they could be the way to go; however, if you are going to implement a multiple resolution solution then I would add a note of caution. C2 system development normally spends months honing the display and that is for a single resolution. The main issue is normally decluttering the screen sufficiently that information can be easily interpreted. The C2 system is obviously attempting to provide information in real time that might lead to engagement, but the issue of screen clutter is still valid. A limited number of icons perhaps for warship, non-warship, fighter FAC and civilian might work.
I tend for option one, because it's kind of the Aurora look... But option 3 is quite nice in terms of information available in the display, as long as it's customizable enough in terms of color and has a good reference chart for the time everyone needs until the symbols become intuitive enough to read without trouble. Also, it might be a nice Idea to design your own set of icons and not copy over icons that are in current use. They are likely to not provide the information we're after in a space setting. for example, the first things I care about is a ships mass, and the type of its main offensive layout (if known), not wheather it's a destroyer or cruiser or whatever. I could imagine a system of combined symbols: You have one component that describes the mass, and one component that describes the prevailing weaponry.
As for technical implementation, A Vector format would be far superior to a bitmap format for such a purpose, because they can be scaled down easily if there's too much clutter because the zoom level is too high. Would also go well for color coding.
I think option 4 is really what I would NOT like to see. It adds a lot of work for no real benefit, and restricts the players imagination. I can picture what my ships look like just fine in my head.
The Overlay Maker site has a complete set of symbols for MIL-STD-2525 as well, which is far more extensive than the NTDS set. There are several thousand symbols! Obviously I wouldn't use all of those but on the basis they are much more user-friendly than the NTDS symbols, that would seem like the way to go.I have some experience of C2 systems and the MIL-STD-2525 symbols look like they could be the way to go; however, if you are going to implement a multiple resolution solution then I would add a note of caution. C2 system development normally spends months honing the display and that is for a single resolution. The main issue is normally decluttering the screen sufficiently that information can be easily interpreted. The C2 system is obviously attempting to provide information in real time that might lead to engagement, but the issue of screen clutter is still valid. A limited number of icons perhaps for warship, non-warship, fighter FAC and civilian might work.
Steve
___ = mass below 1000 tons
___ = mass between 1000 and 2000 tons
I
___ = 2000 to 5000t
I I
___ = 5000 to 10000t
III
___ aso
V
O = unknown loadout
I = beam
M = Missiles
A = Fighters
etc.
_A_ = Ship above 10'000 Tons with fighter loadout
V
_M_ = ship between 2000 to 5000 tons with missiles as major Armament
I I
_I_ = ship below 1000 tons with beam weapons
aso, you get the picture.
Why not have multiple options for overlays?
You could create the default one, but have it be an easily modded file, and allow multiple overlays to be present in a folder, so that they could be swapped between as whims permitted? My ideal option would be having both an interface and a map overlay that could be modified separately from the main database file (even if modifying them required coding help from the forum for those unable to do it themselves). People could then change their interface and map icons to look bare-bones, modern military, futuristic, or even as an age of sail--complete with little sailboats moving around--without requiring additional work on your end.
". . . or even . . . age of sail -- complete with little sailboats moving around . . ."