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Azurian
04-23-2009, 05:19 PM
A few weeks ago, with word that the Star Trek Online User Interface hasn’t been decided on, many people wondered “what would it look like”? “What would be in it?”

As a MMORPG player myself, I know one of the things players really want is having all the information right there with functional hotkeys for game play widely available. But with Star Trek Online, we needed a User Interface that would make us feel as part of the Star Trek Universe, without sacrificing game play. So I set out and designed a User Interface that could do just that.

I designed a Federation User Interface (for Federation Players) that uses an LCARS Design that is much improved over Perpetual’s User Interface (http://i118.photobucket.com/albums/o87/starwolfx/Star%20Trek/259345_20071207_screen001.jpg), which was basically floating windows and a hotkey bar at the bottom. So I thought a nice idea would be the LCARs changing configuration from a Cruise Configuration to a Combat Configuration (with Red Alert), just like we see in the Movies.

Cruise Configuration User Interface (http://i118.photobucket.com/albums/o87/starwolfx/Star%20Trek/STOCruiseUI.jpg)

Combat Configuration User Interface (http://i118.photobucket.com/albums/o87/starwolfx/Star%20Trek/STOTacticalUI.jpg)

(FYI, The UI Screens are basically the 640x400 Setting, so with larger monitors like 1600x1200, it's much spacier).



Now let’s take a tour and explain the functionality:

Compass: At the top of the UI, a compass to help us gain our bearing while in Space. Though unlike those on the ground, the Celestial Compass uses The Galactic Core as “North”, just like what’s referenced in the Star Trek Technical Manual.

Within the Compass, I added two indicators: One being a “target” indicator to help gain bearing within the forward arc. The second being a “mission” indicator, to help those on missions from getting lost while traveling through the universe.

Alert Indicators: On either side of the Celestial Compass, we have the alert indicators, to help us be more immersed in the action up alert situations.

Sensor Display: This has become somewhat of a staple in Star Trek games, to help us to find planets, ships, objects, and other things we would encounter in space.

In Cruise Configuration, we have the standard 2-D map. This is pretty much what we learned already through the developer’s comments regarding during space travel.

In Combat Configuration however, I was inspired by the Star Wars: X-Wing series sensor disply, where we are not seeing from top-down display, but the forward and rear hemispheres of our spacecraft.

Why you ask? Well since this a Limited Three Dimensional game, the Sensor Display that we saw in Star Trek: Starfleet Command (SFC) games are worthless in space combat, because they don’t see in the third dimension. The Sensor Display in Star Trek: Bridge Commander did give a 3D view, however to me it was ineffective in combat. But the one in the Star Wars: X-Wing series was superb in getting your bearings on targets and responding accordingly, so I felt this was the best display to use.

But for those who like the Top-Down configuration, fear not, that’s what the O button is for.

The Sidebar: Since we already was revealed how every position is going to have importance in starship combat in STO, I for one felt that the best thing to have is a hotkey bar that was dedicated solely to the various departments. Which in combat, nobody wants to go through layers of clicks to get to what you want, instead you need it one click away.

Cargo: I figured this could be a part of your ship’s inventory system, which could include the transporter function.

Personnel: Since the crew was to be integral to a players ship in STO, I figured a hotkey would be a necessity for their personal inventory. Such as equipping your bridge crew with items that you acquired during game play, observing their statistics, as well as crew training functions.

This area would also keep tabs on the rest of your ship’s crew and keep tabs on them, such as crew morale (if that is implemented of course).

Medical: This function is not solely to observe the status of injured crew members, but get Bio Scan and Medical Data that you might need during your travels.

Science: This is primarily your Sensor Data Officer, and whom you go to for those in-depth scans.

Cartography: Stellar Cartography, this is where the captain goes to his bearings in a star system, the sector, or even amongst the Galaxy.

Conn: Your Navigation Officer. He’s the one you go to plot courses to planets, space stations, or intercepting other ships.

Operations: This is the person you go to for communications, as well as the person who delegates power consumption on a starship. So if you need more power to the shields, or emergency power to phasers, this is the person you want to go to.

Engineering: Where you go to enhance your ship in installing new equipment or overhauling. This is also the person to go to, in issuing repair orders.

Tactical: The officer in charge of weapons (Phasers, Disruptors, Torpedoes, etc), shields, and internal security on board your starship.

Command: This is your personal Inventory, Alert Commands, the Mission Order Screen, as well as the Captain’s Log.


Secondary Side Bar: This is a player’s optional bar to add in commands to streamline things a bit more.


Player Communications (Chat Bar): Where one uses the keyboard to send to a single individual (Private Chat), your Fleet (Guild Chat), Task Force (Group Chat), and “All Channels”.

Note: I have a single chat in Combat Mode to prevent information overload. Since players are going to be too busy fighting. And that player voice chat will be available.

Cruise Center Display: This will house the normal MMORPG information you will need during space travel.


Combat UI: I replaced the Hotkey bar with the Fleet Display (which I’m assuming will be the typical Group Size of 6). In it, displays the Ship, the Ship Class, the Captain of that Ship, as well as the Shield and Hull “health” displays.

The Red Buttons off to the Side, I figured could be a nice way of displaying more in-depth analysis of that ship, once clicked on.

Target Information Display: This displays the sensor data of the ship or object you targeted. (Which in this case is a Klingon B’rel-class Bird-of-Prey).

At the top, gives the Ship’s Name and the Captain of that Ship.

Below are three sets of buttons for Sensor (Ship Information), Systems (Damage, Speed, and Energy Output), as well as Tactical (Displaying Specific System / Sub-System Targeting).

And off to the right is the Shield / Hull Display (which was inspired from an actual display from Star Trek: Nemesis (http://i118.photobucket.com/albums/o87/starwolfx/Star%20Trek/NemesisAlert.jpg)

Player Information Display: Like all MMORPGs, you typically see the character name of the player, so in this case you see your Ship’s Name, and it’s Registry.

Below, I added a speed indicator (which I didn’t find that useful in both Starfleet Command and in Bridge Commander), but players got to know how fast they are going.

To the Right is Three Specific Functions for Players would need in Combat:

Weapons: Similar what we see in Star Fleet Command with weapon systems, weapon arcs, and weapons settings.

Shields: Like the Ship Display off to the left, this also was connected to Star Trek Nemesis, in which I enhanced it to display Shield Reinforcement and Buttons off to the side to selectively Raise and Lower Shields.

Damage: A quick damage reference, which you can delegate more critical systems.


Tactical UI HUD: The Left Side Indicates the Z-Axis (Relative to the Center (0). The Right Arrow is the Pitch Indicator.

On the Right Side, this indicates the "Roll" of your Starship, relative to the Galactic Plane.


Tactical UI Target HUD: The Left Indicator is the Z Axis Relative to your position. Meaning if the target is above or below you.

The Right Indicator is the Target's Roll. Which is to assist you in tactical advantange in indicating the target's direction. (I.E. Turning Left or Turning Right).




I hope everyone here enjoyed my work and to use this template to express your opinion what the Cryptic Staff should or should not put in their User Interface.

And if anyone should have any comments on my design, I’d be happy to talk about it. But remember, what I designed is just a personal interpretation and not actually something that is going in STO. ;)

Saladin_Class
04-23-2009, 05:32 PM
The Humans compass starts at 0.0.0 and goes out in a 360x360 degree bubble.

N,S,E,W aint gonna cut it in space.

When you get slung across the universe by some super being.

You will need a way to figure out where HOME is

DoctorX
04-23-2009, 05:49 PM
The Humans compass starts at 0.0.0 and goes out in a 360x360 degree bubble.

N,S,E,W aint gonna cut it in space.

When you get slung across the universe by some super being.

You will need a way to figure out where HOME is


I have to agree with you to a point. The problem is, if a super being slung you across the universe you'd likely notice such a thing and call up a star map to locate yourself. The marker pointing towards the galactic center would just be a way to figure out which way you're pointing within a given area. Much like the ion trails to show your speed, it's just a simple graphic solution to a far more complex issue.

Good job on the UI's OP.

Azurian
04-23-2009, 05:51 PM
Thank you. :D

The Humans compass starts at 0.0.0 and goes out in a 360x360 degree bubble.

N,S,E,W aint gonna cut it in space.

When you get slung across the universe by some super being.

You will need a way to figure out where HOME is

In reality that's true. But again the Devs said Space Travel is in 2D, with Combat in Partial 3D. So the Compass is still useful.

http://memory-alpha.org/en/wiki/Heading


As for Home, that's what the Green Arrow is useful for. ;)

Zomeguy
04-23-2009, 05:54 PM
Both are a little too cluttered for my liking. I really, really, really hope they have very customisable interfaces for STO. As for the combat interface that one seems familiar somehow but I can't remember where I've seen it before... :confused:

piponolo
04-23-2009, 05:57 PM
This shows amazing initative! Cryptic should snatch you up ASAP.

HitmanInc13
04-23-2009, 06:01 PM
My first impression of it was that it was too cluttered. Then as I though on it and stretched it out to fit my computer screen it was not as bad. Its a nice design but I think it should have a modular approach where to can minimize some of the interfaces that your not going to need immediately and can bring them back up when you do.

Nice work. Its difficult, I do and dont care how the interface is going to be. Any way the devs choose to set it up I am going to have to learn a new user interface panel and get used to the controls. If the interface screen functions well with the key an mouse commands then I am happy. And as long is it doesnt obscure my vision when it is important (like combat), Ill be happy.

Sinclair
04-23-2009, 06:06 PM
Displays that can be called up and dismissed easily using function keys (or otherwise mappable keys) would be nice. This way we could add to or clear the interface as needed depending on the situation.

The.Grand.Nagus
04-23-2009, 06:06 PM
Cruise Configuration User Interface (http://i118.photobucket.com/albums/o87/starwolfx/Star%20Trek/STOCruiseUI.jpg)

Combat Configuration User Interface (http://i118.photobucket.com/albums/o87/starwolfx/Star%20Trek/STOTacticalUI.jpg)

They take up WAY too much of the screen. I would much rather have a simple interface like Perpetual's version(note that I said "LIKE", not exactly the same) than something that takes up 3/4 of my screen. Obviously Perpetual's "toolbar" does not have enough room for all the different funtions, but some games have arrows that allow you to switch from one toolbar to another one. For example, you could have all weapons functions on one toolbar number, all shield functions on another, etc, and you could switch between them simply by hitting the number for that toolbar.

Azurian
04-23-2009, 06:41 PM
Yeah, but anything is larger on a 640x400 screen, compared to a spacious 1600x1200 screen. I just used the smaller one so everyone could see the detail and read the text. ;)

As for the functions, given what we know, there may be way too much to accomodate on numberical tool bar, even if you use different layers like in SWG. Hence a design where you have the critical functions being quickly available in front of you, while the more intensive functions being just 1 click away.

The.Grand.Nagus
04-23-2009, 07:04 PM
As for the functions, given what we know, there may be way too much to accomodate on numberical tool bar,

I find this statement amusing, since we know so little. Exactly what, that "we know" makes you think there will be "way too much" for a numerical toolbar? :o

jhem99
04-23-2009, 07:06 PM
two screens are better than one in my house

Azurian
04-23-2009, 07:32 PM
I find this statement amusing, since we know so little. Exactly what, that "we know" makes you think there will be "way too much" for a numerical toolbar? :o

No, what's amusing is how you think numerical toolbars are going to work with the sliders the devs said was going to be part of the UI. :p

But since my UI doesn't meet your standards, lets see you make one. It only took me 3 weeks, I'm sure you can do it in less time.

DakotaBlue
04-23-2009, 08:07 PM
I gotta say... nice job on the UIs Azurian

I especially liked how you intregrated some of the graphical style of Nemesis into your combat UI.

Hopefully Crypic will give us a taste of what they have come up with in the UI department here pretty soon, so the community can give some feedback. *nudge nudge* :D

As STO is going to be my first MMO, I can't give any definitive feedback on an MMO-based UI. However, as a basic game UI, it does seem to take up a little too much screen real-estate, even at 640x480. But as you said, it is just a rough outline and again... good work!!!

Its pretty well thought out and organized with many of the features that we know about or has been hinted at. Also, with all the basic things gamers expect in a space sim game (radar, compass, yaw, roll, etc...).

So, in conclusion....

I want to play this game so BAD!!!! :p

cocoa-jin
04-23-2009, 09:51 PM
Oooo Im jealous, you could have did my PC Borg themed HUD and UI.

Can you do a Klingon version?...maybe a Borg one too, just so I can have it close to me at night :D

PicardoManeuver
04-23-2009, 10:15 PM
A few weeks ago, with word that the Star Trek Online User Interface hasn’t been decided on, many people wondered “what would it look like”? “What would be in it?”
hope everyone here enjoyed my work and to use this template to express your opinion what the Cryptic Staff should or should not put in their User Interface.

And if anyone should have any comments on my design, I’d be happy to talk about it. But remember, what I designed is just a personal interpretation and not actually something that is going in STO. ;)


I'll give you an A for effort. That said, I do have a couple suggestions:

-Merge the Navigation and Sensor map. Having 2 grids is 2 much :D
-Kill one of the chat windows. You only need to talk in one. If you can't, add filters or separate tabs.
-Middle window ("Captain's data")- Get rid of it. It's extraneous. I don't see the use of it atm.
-Klaxons (surrounding the compass) : Get rid of them. It'd serve the point that you at red alert if the blue buttons changed red.
-Party member interface: Slim it down or make it adjustable in size.
-Left sidebar: Slim it down to small icons. When hovering your mouse over these icons, give a tooltip, a short description and have it pop out when you click on it. Otherwise, have shortcuts and macro's take care of the rest.

In short: I think that it was good effort. However, I'd rather see an interface that's more minimalistic. Even with he resolution higher, I'd still chop away a lot of extra info. I understand that all this is to provide more info, but too much can be overwhelming. Good effort, but I'd like to look at the stars :)

DarckKnight
04-23-2009, 10:38 PM
First to say i like it looks great, second did you add this to the BC files? I would love to use it in my bc game... Minus the chat windows since bc is a single player game for the most part unless they released another patch for online play. But anyway, i think it was well though out. Only thing that i would ask for is a min. button so if i needed to open up my field of view I could.


Other then that great job!:cool:

EremiticWolf
04-23-2009, 11:05 PM
Thank you. :D



In reality that's true. But again the Devs said Space Travel is in 2D, with Combat in Partial 3D. So the Compass is still useful.

http://memory-alpha.org/en/wiki/Heading


As for Home, that's what the Green Arrow is useful for. ;)

Space travel in 2D? That could get a bit boring. LOL

The.Grand.Nagus
04-24-2009, 05:16 AM
No, what's amusing is how you think numerical toolbars are going to work with the sliders the devs said was going to be part of the UI. :p

Link please.

But since my UI doesn't meet your standards, lets see you make one. It only took me 3 weeks, I'm sure you can do it in less time.

If all you wanted was compliments and praise, perhaps you should have stated that in your OP. As you posted this in a public forum, however, I assumed you actually wanted to hear what people thought about it; maybe I was wrong. Either way, you shouldnt take it personally. I never said it was "crap", I simply said it took up too much of the screen. And why should I(or you) waste our time designing a UI when the Devs are A) doing it for us and B) arent going to use anything we design anyway? :o

bridgeburner18
04-24-2009, 05:28 AM
My first impression of it was that it was too cluttered. Then as I though on it and stretched it out to fit my computer screen it was not as bad. Its a nice design but I think it should have a modular approach where to can minimize some of the interfaces that your not going to need immediately and can bring them back up when you do.

Nice work. Its difficult, I do and dont care how the interface is going to be. Any way the devs choose to set it up I am going to have to learn a new user interface panel and get used to the controls. If the interface screen functions well with the key an mouse commands then I am happy. And as long is it doesnt obscure my vision when it is important (like combat), Ill be happy.

IT looks great but yes it feels a bit cluttered and if i might add a bit cold. Need a little flare.

Loekii
04-24-2009, 05:32 AM
Both are a little too cluttered for my liking. I really, really, really hope they have very customisable interfaces for STO. As for the combat interface that one seems familiar somehow but I can't remember where I've seen it before... :confused:

I agree.

It is nice work, but I am not a fan of LCARS and also a UI Minimalist (rather see more of the game and have the information small or on toggles).

SenshiBat
04-24-2009, 05:55 AM
[ The following message is not a paid Romulan Tal'Shair Reply]

I This OP has a good frame work to build on not tear down.. If you listen to an Air Force Fighter pilot interview on the Old Discovery Wings Channel or the Present Military channel in America.
A Common Comment is that today's Airframes MFD multifunction Displays are capable of tracking and reporting more then a human eye can read prior to experiencing sensory over load.

That is why you have filters to display critical data. Air Speed Altitude pitch and yaw or the Horizon indicator . This line shows your wing position and a cycle for where your nose is in relation to the horizon..
The Basic Pilot information guns targeting recycle and a pickle diamond showing where guided weapons are pointed. On Strike aircraft you have the Pilot and a Weapons systems Officer also the Military Helicopter has a Pilot and a Weapons systems officer.. Why this relates.

A Warship for Naval Combat is even more detailed in scope and crewed to reflect this.
One Star Ship Captain could never be expected to be their own crew and Skipper.
A information system that Requires an Actual Military crew to man would give us a flight simulator for commercial or military airlines not a interesting game to play.

The more data on the PC screen trusted to an AI by Captain options the more errors that can occure
The more control you have the more work to run properly.
Take what was done in other Star Trek Simulations and Canon TV Series
Did Picard have to run the bridge like a fast food take out station
No The Ships Computer could detect a threat and Go to Red Alert . How the Ships Sensors were Computer aided and Cued to the IFF [Identify Friend or Foe] System as Aircraft and Ships systems are in today's military .
Trek borrowed from 20Th Century Military organization Proceeding SCI FI Classics Westerns for existing items and when they did not have them invented them.

We are just the fans not the DEV team. I never worry about things the same if I am not being paid to .
RP is in the Ten Forward Holodeck areas . So i don't feel like a Telluride here.
This is our Think tank.. no idea is run out of town on a rail.. when some thought is taken to discuss them civally.
What would Sarak of Vulcan do.

The_Sisko
04-24-2009, 05:57 AM
I'm going to have to agree that it's way too cluttered.

I think everything should be separate windows, not one big window as it appears now. That means don't make them physically connected. Have the ability to close and minimize each window, what if I don't want my chat window open? Make the UI transparent.

I also suggest you look at other MMO UIs to get the idea what people will find intuitive. If millions of people have played WoW, then designing a UI that is similar to WoW's UI will mean that people will know how to use it and there won't be much of a learning curve for them.

Here are some example MMO UIs you can examine:

City of Heroes UI (http://media.photobucket.com/image/City%20of%20Heroes%20UI/drbunnym/CoX/screenshot_2008-04-30-21-54-40.jpg) - Pay attention to this one because Cryptic designed this one.

World of Warcraft UI (http://corwynn-maelstrom.com/wp-content/uploads/2009/03/original-wow-ui.jpg) - The most popular MMO ever made. It's had a huge impact on most MMOs made since it's release.

Final Fantasy XI UI (http://ui09.gamefaqs.com/328/gfs_44837_2_3.jpg) - This one is interesting because it was designed specifically for the Playstation 2 console.

EVE Online UI (http://www.singapenguin.net/img/ice/eve_online_ui_04.jpg) - This is the UI of one of the only space based MMOs on the market.

Keep in mind that for almost every single one of these MMOs you can close every window the UI uses. For City of Heroes, I can close all the windows so the screen has no UI at all. For EVE Online, I can play the game fully with only the side bar and ship functions UI open.

I encourage you to make a version two. Don't take our criticisms as being mean or as personal attacks. I wouldn't be able to design a UI that looked as good as yours anyway. Mine would be a crappy MSPaint job.

Loekii
04-24-2009, 06:05 AM
I agree with Sisko. I think WoW had one of the best default UI and some of the best custom UIs -- to the point that I often find myself simply trying to recreate them in other games.

Another thing that might factor into a STO UI, is Positional Movement might be more important than say Hotbars, in some sense. Where is other MMOs, it was important have access to large banks of hotbars, STO might place less importance on hotbars (aka numerous action buttons) and more empahsis on movement and positioning -- which would suggest different priorities in UI design.

Also, there is the console factor as well, which implies fewer 'buttons'.

Sisko, could you post a screenshot of your EVE and COH UIs? I do not play either and I am curious to see what that would look like.

The_Sisko
04-24-2009, 06:58 AM
I agree with Sisko. I think WoW had one of the best default UI and some of the best custom UIs -- to the point that I often find myself simply trying to recreate them in other games.

Another thing that might factor into a STO UI, is Positional Movement might be more important than say Hotbars, in some sense. Where is other MMOs, it was important have access to large banks of hotbars, STO might place less importance on hotbars (aka numerous action buttons) and more empahsis on movement and positioning -- which would suggest different priorities in UI design.

Also, there is the console factor as well, which implies fewer 'buttons'.

Sisko, could you post a screenshot of your EVE and COH UIs? I do not play either and I am curious to see what that would look like.

The CoH UI is pretty standard. Paragon Studios (and formerly Cryptic before them) doesn't allow many add ons that drastically change the way the UI works.

But, here are a few screenshots I've found:

City of Heroes UI (http://eu.cityofheroes.com/startrek/startrek/images/uploads/Small-GeneralUIShot.jpg)

City of Heroes UI explained. (http://www.cityofheroes.com/game_info/startrek/startrek/images/UI.jpg) (the default actually has the nav window, here with the map open, and the target window switched.)

As for EVE, I'm not playing that game right now, but here are a few screenshots:

Basic EVE UI (http://wiki.eveonline.com/w/startrek/startrek/images/6/64/400Picture_1.jpg) and a link that explains how it works. (http://wiki.eveonline.com/wiki/The_User_Interface)

Loekii
04-24-2009, 08:01 AM
I was mainly interested in seeing this:

For EVE Online, I can play the game fully with only the side bar and ship functions UI open.


I enjoy playing with most ui elements closed, minimized or transparent, so I can see the game screen.

takiwa
04-24-2009, 08:02 AM
That UI that OP designed isn't bad. But it looks more suited to a fighter or a smaller craft than a starship that 100-700 meters long.

I agree that it feels cluttered. Other than that though I don't mind the sensors and information displayed its pretty good at capturing the data I want to see, just a little consuming of desktop space.

Having looked back at some of the other games especially MMO's though you really get the feel for how much is on the screen.
Takiwa

The.Grand.Nagus
04-24-2009, 08:03 AM
But, here are a few screenshots I've found:

City of Heroes UI (http://eu.cityofheroes.com/startrek/startrek/startrek/images/uploads/Small-GeneralUIShot.jpg)

City of Heroes UI explained. (http://www.cityofheroes.com/game_info/startrek/startrek/startrek/images/UI.jpg) (the default actually has the nav window, here with the map open, and the target window switched.)

Bad links.

knightofhyrule730
04-24-2009, 08:08 AM
for about the 10th time, space travel is not 2d. the MAP is 2d. everything else is 3d.

Azurian
04-24-2009, 08:30 AM
Sisko, I greatly appricate those links and what you said. But after doing research in looking at the various UIs from other MMORPG's, I felt that Ground UI's would be a completely different animal than that of the Space UI's.

And on top of it, it being Star Trek, you not only need the look, but the functionality as well. Hence why there needs to be a type of balance where everything works out.

If all you wanted was compliments and praise, perhaps you should have stated that in your OP. As you posted this in a public forum, however, I assumed you actually wanted to hear what people thought about it; maybe I was wrong. Either way, you shouldnt take it personally. I never said it was "crap", I simply said it took up too much of the screen. And why should I(or you) waste our time designing a UI when the Devs are A) doing it for us and B) arent going to use anything we design anyway?

Nagus, as I said it's a concept and here to get people to brainstorm instead of just saying it. Here you actually got something to work by. Yes, the UI is small, but remember I said it was a small UI (640x400) and not the large UIs people use (the 1000x800, 1600x1200, etc). So it would look like a completely different animal. I had to use the small screen because the text would've been blobs on Photoshop.

And I know the Devs aren't likely to use it, but they can benefit from this as well in seeing what players liked and disliked and incorporate those ideas into their UI.

Oooo Im jealous, you could have did my PC Borg themed HUD and UI.

Can you do a Klingon version?...maybe a Borg one too, just so I can have it close to me at night :D

I can, Cocoa-jin. To be honest, I was actually planning on making a Klingon UI and even referenced the UI from Klingon Acadamy, but figured that I should make a Federation UI first as the demonstrator.

And yes, I could possibily even do a Borg one, if there is enough Borg Displays online to design one.

First to say i like it looks great, second did you add this to the BC files? I would love to use it in my bc game... Minus the chat windows since bc is a single player game for the most part unless they released another patch for online play. But anyway, i think it was well though out. Only thing that i would ask for is a min. button so if i needed to open up my field of view I could.

Sorry, it's not an actual functioning UI. I just used the Sovereign from Bridge Commander for the Background. The UI itself, I designed on AutoCAD and painted it with Photoshop.

I'll give you an A for effort. That said, I do have a couple suggestions:

-Merge the Navigation and Sensor map. Having 2 grids is 2 much :D
-Kill one of the chat windows. You only need to talk in one. If you can't, add filters or separate tabs.
-Middle window ("Captain's data")- Get rid of it. It's extraneous. I don't see the use of it atm.
-Klaxons (surrounding the compass) : Get rid of them. It'd serve the point that you at red alert if the blue buttons changed red.
-Party member interface: Slim it down or make it adjustable in size.
-Left sidebar: Slim it down to small icons. When hovering your mouse over these icons, give a tooltip, a short description and have it pop out when you click on it. Otherwise, have shortcuts and macro's take care of the rest.

In short: I think that it was good effort. However, I'd rather see an interface that's more minimalistic. Even with he resolution higher, I'd still chop away a lot of extra info. I understand that all this is to provide more info, but too much can be overwhelming. Good effort, but I'd like to look at the stars :)

Thank you, Doc. And your points are very much valid.

I agree with the Navigation Display. To be honest I didn't want a huge blank spot. Though with the sensors, unless someone designs a 3D display that contains a solid 3D references thats better than Bridge Commander, the Hemispheric Display feels more effective for 3D combat.

With the Chat, I honestly felt that's a player's discression. Some people are comfortable with 1, some 2, I've even seen some people with 3 or 4 chats up in their UI's.

Middle Window, well in MMORPGs, you typically have a personal identifier and I figured it was better than having floating text above the ship, and detracting from the Star Trek experience. And the screen, I thought would display various information that might be necessary during travel.

The Klaxons, yes that could go to.

The Interface and the sidebar, as I said everything is purposely made large for the demonstration because of how text blurs. I too wanted it small even to the point of not showing any text at all. So it was sort of a double edged sword.


All in all, I appricate everyone's constructive criticism. I'm sure the Cryptic Staff is taking notes of everyone's viewpoints and using that data in the construction of their own UI. ;)

moessner
04-24-2009, 08:58 AM
i dont know if there doing this but are we going to have X,Y and Z ac...this would make tactics a real big part of combat. just in like star trek 2 where JTK went underneath the reliant and came back up around on the aft of them and took out the engiens.

Loekii
04-24-2009, 09:27 AM
Sisko, I greatly appricate those links and what you said. But after doing research in looking at the various UIs from other MMORPG's, I felt that Ground UI's would be a completely different animal than that of the Space UI's.

And on top of it, it being Star Trek, you not only need the look, but the functionality as well. Hence why there needs to be a type of balance where everything works out.


I think people are more concerned with function over appearance.

The LCARS might look Trekie, but it is cluttering and unecessary for some of us. When I say I am a minimalist, it means I don't want 'Trekkie' graphics in the UI. I want functionality with minimal UI clutter (in both Space and Ground) content.

For the most part, I would just need the following on my Space UI:

A single Chat window - Toggleable
Numerical Status Displays - Preferable in top or bottom Bar.
Small local star map - toggleable
very small Action Hotbar (assuming there are a multiple of actions) - Toggleable
Small Target Status Moniter - expandable to larger information and selective targeting, etc).


None of that needs to look 'Trekkie', and most of it can be done like the EVE screenshot Sisko posted (stick box and without graphics). I would prefer the Perpetual UI to an LCARS UI, simply because of the clutter factor. The environment is what I want to be Trekkie.

It is sort of like how using a TV Remote, replaces the need for graphic representation on of the device on the TV screen.

Silverspar
04-24-2009, 09:55 AM
Too much clutter. Why do people need to express making things way more complicated than they have to be? I want the UI to take as little space as possible on my screen I don't need every last function displayed, especially if I can map it to a hot key.

It does not add to your expereince or even immersion factor if you are making things more complex than they need to be with a complicated and clunky UI schematic.

Sherp
04-24-2009, 10:12 AM
Very impressive work, Azurian. It's pretty obvious you've put a lot of thought into these! Good job coming up with a functional interface that's visibly Star Trek.

Things I like more:
The shield displays. It's easy to distinguish the fore, aft, port, starboard, dorsal and ventral shields. Very nice.
The design of the chat boxes. That's a fine way to implement tabs in the LCARS style.
The alert indicators. Just because they're not necessary doesn't mean they're not cool. :D
The post you wrote up explaining what everything does. Very good use of formatting and white space. An admirable post.
My main complaint about it is that several important aspects of your UI change location when you shift into combat mode. When I get ambushed by Romulans, it's important that I be able to react as quickly as possible, and the couple of seconds it may take me to get reoriented to the new UI layout might cost me the lives of some of my crew. It's fine to post pictures of what the UI looks like in both exploration and combat, but strive for consistency between the two. This applies to your sensor display, too--I would pick a model and stick with it rather than change the way it operates as soon as combat begins.

Have you had a chance to look at Atwell's LCARS? Lt. Cmdr. Atwell made some truly spectacular LCARS displays back when Perpetual was still around. They used to be hosted at atwell.stgu.com, but STGU seems to have been captured by squatters; anyone know where they can be found? I may have some of them saved somewhere, but it'd be great if someone has them already mirrored.

Loekii
04-24-2009, 12:02 PM
I think if Cryptic will allow for graphic mods to the UI -- like WoW -- that players can come up with almost everything they would want for the most part.

How graphically moddable was COH/V?

Azurian
04-24-2009, 06:45 PM
I think if Cryptic will allow for graphic mods to the UI -- like WoW -- that players can come up with almost everything they would want for the most part.

I don't see why not. Everyone does have their own preferences.

I think people are more concerned with function over appearance.

The LCARS might look Trekie, but it is cluttering and unecessary for some of us. When I say I am a minimalist, it means I don't want 'Trekkie' graphics in the UI. I want functionality with minimal UI clutter (in both Space and Ground) content.

None of that needs to look 'Trekkie', and most of it can be done like the EVE screenshot Sisko posted (stick box and without graphics). I would prefer the Perpetual UI to an LCARS UI, simply because of the clutter factor. The environment is what I want to be Trekkie.

It is sort of like how using a TV Remote, replaces the need for graphic representation on of the device on the TV screen.


Bah, everyone is complaining about the cluttering, even when I said it's a small screen version. Pfft, I bet if I made it a 1200x1000 or 1600x1200 screen, instead of people complaining about the cluttering, they would instead be saying "there plenty more room for stuff". :p

As for the "Trekkish" look, people are going to expect it, because it is Star Trek. Especially when some of those Trekkies never even played an MMORPG in their life.

Now as for Perpetual's UI, that might be good for ground combat, but when you are in a space battle, you need information right infront of you. Just like people need it in other space combat games. Information is a necessity.

Besides, WoW's UI was nothing but Hotboxes, and EVE's was cluttered with Windows. I felt that was more of a negative than my "cluttered" display. ;)

Too much clutter. Why do people need to express making things way more complicated than they have to be? I want the UI to take as little space as possible on my screen I don't need every last function displayed, especially if I can map it to a hot key.

It does not add to your expereince or even immersion factor if you are making things more complex than they need to be with a complicated and clunky UI schematic.

You didn't read anything I said, did you? :rolleyes:

Very impressive work, Azurian. It's pretty obvious you've put a lot of thought into these! Good job coming up with a functional interface that's visibly Star Trek.

Things I like more:
The shield displays. It's easy to distinguish the fore, aft, port, starboard, dorsal and ventral shields. Very nice.
The design of the chat boxes. That's a fine way to implement tabs in the LCARS style.
The alert indicators. Just because they're not necessary doesn't mean they're not cool. :D
The post you wrote up explaining what everything does. Very good use of formatting and white space. An admirable post.
My main complaint about it is that several important aspects of your UI change location when you shift into combat mode. When I get ambushed by Romulans, it's important that I be able to react as quickly as possible, and the couple of seconds it may take me to get reoriented to the new UI layout might cost me the lives of some of my crew. It's fine to post pictures of what the UI looks like in both exploration and combat, but strive for consistency between the two. This applies to your sensor display, too--I would pick a model and stick with it rather than change the way it operates as soon as combat begins.

Have you had a chance to look at Atwell's LCARS? Lt. Cmdr. Atwell made some truly spectacular LCARS displays back when Perpetual was still around. They used to be hosted at atwell.stgu.com, but STGU seems to have been captured by squatters; anyone know where they can be found? I may have some of them saved somewhere, but it'd be great if someone has them already mirrored.

I can't take credit for the shield displays. I specifically took that from Star Trek: Nemesis to give us a familar appearance. And thanks regarding the alert indicators. I for one wanted to see something from the old school trek.

As for speed of alert, that's mainly why I designed it the way it is. You hit "Red Alert", the displays change, you hit "Nearest Enemy" hotkey and presto, you got enemy info right infront. Just like everyone experiences in MMORPGs and Space Combat Games.

Atwell's designs? I assume you mean THIS (http://i118.photobucket.com/albums/o87/starwolfx/Star%20Trek/PerpetualAltGroundUI.jpg) one? His idea is what inspired the Chat LCARS Idea. I figured his design was well suited for the Ground UI, but highly ineffective for the Space UI.