#10 Ux/UI proposals for Openfront

1 messages · Page 1 of 1 (latest)

stoic harbor
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This file presents a series of viable proposals for the game based on changes to its Ux/UI.

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@pastel lodge Look mate, I made my first suggestions, what do you think?

rapid leaf
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I like this

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Especially the split of FFA and teams. It is so annoying when you are in a vc and only FFA shows up

stoic harbor
autumn drum
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i like 2 and 4! 3 already exists

patent cloak
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||the text chunk with overflow off the screen is too painful for me to read, sorry 🥲 🙏 @stoic harbor ||

ornate fable
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Yeah

patent cloak
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Next map is...
+1

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pasting post into an accessible view (for myself/others 🫶):

  1. Make the allied help buttons (sending troops and gold) more accessible, as well as allowing you to easily determine the percentage of your own stockpile to send. (Currently, you can only set the percentage of troops based on the attack bar, which is impractical and easy to discover.)

  2. Add two simultaneous lobby modes (FFA and TEAMS). Display the next maps in both cases in the lobby (Next map is...).

  3. Add two "filter" options to the in-game leaderboard. Filter by % of territory (the current top), and add two extras: highest gold (you'll be able to quickly see which players have the most gold in stockpile) and highest troop count (you'll know which player has the most troops in your game).

  4. Add buttons to trade management in team games. Provide the ability to quickly stop trading with other teams. Currently, trade management is done individually (this would remain), but it would be nice to block, for example, the entire red and blue teams to avoid manual individual management.

  5. Add a player's gold production (this would be added to the resource panel), based, of course, only on the territory's gold production (not counting trades). While this is a stable value, as I understand it with the new update, I still think this data should be accessible.Same as how it works with the (parentheses) that shows troop production

  6. Improve the descriptions in the build mode (in-game and in the main menu in the instructions section) for each structure. Currently, this looks like this:

City: Increases maximum population
Port: Sends trade ships to earn gold
Sam: Defends against bombs
Silo: Used to drop bombs
Fort: Increases defense in nearby areas
Factory: Creates railroads and spawns trains

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Proposed changes: (Examples)

City: Increases maximum population by 25k
Port: Spawns trade ships that trade with ports.
Longer routes generate much more gold (10k + distance bonus).
Sam: Missile defense within a radius of (72px radius). Cooldown: 8s
Silo: Launches nuclear missiles. Cooldown: 8s
Fort: Provides a 5x defense bonus to nearby tiles versus enemy troops (30px radius). Stacks with the Terrain modifier.
Factory: Generates gold from connected cities, ports, and other factories (80px radius).

7: Improve missile descriptions following the same logic as above:
Current:
Atom bomb: Small explosion
Hydrogen bomb: Large explosion
MIRV: Huge explosion, only affects the selected target.

Proposal:
Atom bomb: Causes damage in a 15px radius, eliminating troops and affecting terrain. Interceptable by SAMs within 100px.
Hydrogen bomb: Explodes in an 80px radius and can destroy terrain up to 100px. Eliminates enemy troops and can destroy SAMs if well aimed.
MIRV: Launches up to 350 nuclear warheads at the selected target. Damage radius: 12–18px per warhead.

8: Dynamic Terrain Tooltip
Display relevant terrain information when you move the cursor over any part of the map, if there is no nation occupying that land (currently only works when you hover over a nation; this automatically displays a box with information about that nation on the right edge of the screen). This helps the player to know that there are actually different types of terrain within openfront and that these have different characteristics.

What it would show: type of terrain + brief description + data

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Examples:

Plains:Plains are the easiest terrain type to conquer.However it provides less defense when being attacked. Visually, plains appear as a light-green terrain on the map.
Troop loss: 0.85
Speed penalty: 16.5

Desert/Highland: Deserts or Highlands are harder to take over than plains.However it provides more defense than plains when being attacked. Visually, deserts and highlands are Khaki or tan in color.
Troops loss: 1
Speed penalty: 20

Mountains:Mountains are the most difficult type of terrain to conquer.However they are extremely good for defense.Visually, mountains are white in color.
Troops loss: 1.20
Speed penalty: 25

Fallout: Fallout occurs after any missile lands on ground. It irradiates the ground and leaves fallout. It is known for its bright green color. It is possible to recapture it, but not as easily.
Troops loss: ?
Speed penalty: ?

Format:
Tooltip style like the current nations one, or it could easily be the same.
Only appears when the terrain is unoccupied.

9: Add a section to the main menu's instructions section that explains to players how to play as a team in "teams" game modes using [ ]. Many players are unfamiliar with this feature.

10: Update the "instructions" section of the lobby as it is missing recent information such as factories.

Note: Check the data as it was taken from the OpenFront Wiki and some may not be 100% up to date."

wheat phoenix
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Yeah, three has been a thing since v24