Author Topic: Initial feedback on the graphics - details and style  (Read 916 times)

Offline kmunoz

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Re: Initial feedback on the graphics - details and style
« Reply #30 on: November 04, 2018, 05:18:52 PM »
I have about 150 hours in AIW1 (which is a lot for me). I agree that the icons in 1 weren’t as problematic as they are in 2. I think part of the reason that’s the case is that in 1 the icons were pretty much the only unit graphics you ever saw. You had to zoom in pretty far to see the sprites - and they replace the icons. In 2, the ship models are visible at much greater distances, and both the icons and the sprites are visible on screen at the same time.

Offline etheric42

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Re: Initial feedback on the graphics - details and style
« Reply #31 on: November 08, 2018, 01:49:55 PM »
The spirit of AIW is always going to be in massive battles.  That's what it is.  I don't think kmunoz's ideas about smaller forces is a bad idea for a game, see The Last Federation where you control a single ship (in a VERY satisfying way).  It just isn't the AIW the fans know and love.

That being said, the carrier/drone idea keeps the huge numbers and just changes how you control them (kind of like Total War has massive numbers, but changes how you control them by forming them into groups you can set formations on and slowing down the speed of engagement).

Anyway, everything except having "strike targets" and modular hangers for the carriers is currently available to try out in the XML.  I might give it a shot some time, but if anyone else tries it I'd be interested to hear their opinion (or maybe sharing their files for comparison).

Edited to add: Another big spirit of AIW is playing your way.  A solution that fits both crowds or is customizable would be ideal.
« Last Edit: November 08, 2018, 02:03:30 PM by etheric42 »

Offline jenya

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Re: Initial feedback on the graphics - details and style
« Reply #32 on: November 09, 2018, 07:01:26 AM »
If I remember correctly AI War already had an option to reduce the fleet caps by joining ships, 2 -> 1 (reduces ship cap by 2, increases ship stats by 2), 4 -> 1, etc. Though this did change the game balance versus big ships.
« Last Edit: November 09, 2018, 07:03:55 AM by jenya »

Offline kmunoz

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Re: Initial feedback on the graphics - details and style
« Reply #33 on: November 10, 2018, 12:56:51 AM »
I tried playing a game without any icons and given the scale of the system maps it just doesn't work. Your own units are tiny enough as it is, but enemy units are completely invisible unless you know exactly where to look.

And that surfaces a whole lot of questions. The pretty graphics are essentially hidden in regular play. They're not useful for interaction and the icons completely cover them at the scale one generally uses. (Up close they're off to the side, but that itself is a whole other problem.) I'm also surprised at the size ratios between the fleet ships and larger structures. The player's Ark is pretty big, but most AI structures seem to show up on the map as barely more than dots when you've got the whole system in view.

It definitely seems to me that the right happy medium would be for identical icons to merge into single (larger) icons when they get close together. The size of the icon would identify roughly the number of units it represents. Additionally, it would make sense if the "close together" threshold were based on the view rather than absolute distance, so that if you zoom in, the icons would separate down to smaller components, until you're zoomed all the way in and seeing one icon per squad.

However, the only way this would be satisfying for people who want to see huge masses of ships is if the ship graphics themselves were a little bit larger. Right now with icons off they look like a cloud of gnats (and you can't distinguish single units from the background).