Author Topic: Tooltips again!  (Read 9913 times)

Offline Hearteater

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Re: Tooltips again!
« Reply #30 on: April 08, 2013, 01:17:46 pm »
The current tooltips are perfect and there's nothing wrong with them.
Incorrect.  Provably.  Unless you meant to say they are prefect for you.  They aren't even in the realm of perfect for me, and there is plenty wrong with them in my opinion.

Offline Diazo

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Re: Tooltips again!
« Reply #31 on: April 08, 2013, 01:57:13 pm »
The problem there is no correct tooltip, there is only what we, as players, individually like.

Take the Abilities/Immunities. For me those are one of, if not the most, important pieces of information.

For RCIX they are not as important and he's okay with them being on the 'expanded' tool tip that would require pressing a key.

The fact that we disagree is not going to change as we look for different things on the tooltip.

We are both as right as we are wrong on what should be on the tooltip.

D.

Offline TechSY730

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Re: Tooltips again!
« Reply #32 on: April 08, 2013, 02:00:51 pm »
I'm assuming that if the default "on the field" tool-tip gets shrunk, there will be a way to get an expanded one (shift or alt or something).

Also, I assume things like resource cost and build time and other more detailed information will be seen by default on the constructor version (the "to build" version) of the tooltip? (Note, the "to build" version could still shrink some, but maybe not as much as the condensed "on the field" one)

And finally, would EVERYTHING that has some sort of representation in a tooltip will be shown in the tooltip in the reference screen?


If these are the case, then yea, I'm all for making tooltips more compact and succinct.

Offline Fealthas

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Re: Tooltips again!
« Reply #33 on: April 08, 2013, 03:03:52 pm »
I like the current tool tips, but I will say sometimes they are hard to read quickly, as in that I have to scan over them a few times to find what I want. Color coding the current tooltips would be a simple and effective way to increase readability.
 
For example:
damage and ammo = red
range = orange
engine stuff = yellow
health= green
modifiers = blue