Even if it worked as Elestan described it would still have 3 steps
The difference is that "Select my unit, then target-click the enemy unit for it to go after" is how every other unit in the game works, so it's what new players are going to instinctively try. If we can make it work that way, it's one less time they need to stop playing to look something up.
I could be wrong, of course. I'd encourage Arcen to do actual usability testing on the game when evaluating their design. It shouldn't be too hard to find a pool of 16-24 year olds who haven't played AIW before who could be lured in to your office with a promise of free pizza and LAN gaming. Drop them in the game, watch them as they try to learn it, and see what they stumble over.
Not to mention running multiple simultaneous hacks.
Just bring in multiple Hackers. It's a nerf, but a minor one.
While we're on the topic of Hacking, I might as well post some other thoughts I'd written down on it. These go deeper than UI, and might be a bridge too far for what's planned, but they might be thought-provoking:
1) I'm not fond of the way the hacking response works, for a couple of reasons:
- It lets the AI conjure ships out of raw vacuum, coming in from the system edge (as though it had counter-posts), and pouring in from the CS at far higher than the normal reinforcement limit, even if the warp gate has been taken out. If the AI has the ability to do this, then why doesn't it do it in response to other provocations? In my opinion, hacking responses should not allow the AI to break its normal ship deployment rules.
- The whole point of hacking using the security weaknesses represented by HaP is that you're hiding it from the AI. Yet the AI immediately detects your hacking anyway and starts sending ships at you. An interesting alternative would be to have the AI's response go through phases, perhaps based on the players' excess HaP and the number of simultaneous hacks they are trying to execute
Phase 1: The AI is unaware of your hack, and makes no response. Status message: "ARS Hack in xxxxx vs AI 2 proceeding".
Phase 2: The AI knows what kind of hack is being executed, but does not know what system. Systems with the appropriate kind of asset may get hit with Tachyon bursts. Active Hackers may take ship damage from "countermeasures", and risk destruction if not repaired. Status message: "AI 2 executing Network security sweep. Hacker in xxxxx damaged by countermeasures."
Phase 3: The AI knows what system is being hacked. All reinforcements are diverted to the target system (up to its reinforcement limit), and waves start getting launched through the nearest gate. AI taunt: "Found you."
Phase 4: For hacks against important installations, if the AI doesn't feel it can make an adequate response in phase 3, it launches an exo-wave led by a "Counter-Hacker Golem"; a force-field immune ship with planetary tachyon scanners and a preferred target of Hackers.
2) It would be nice if one could have multiple Hackers work together to make the hack go faster. This would also burn HaP faster and increase the likelihood of detection/severity of the response.
3) It would be nice if one could research better Hackers. Maybe the level 1 hackers don't even have cloaking. Higher level ones might be able to do paralysis or reclamation attacks.