Various UI ideas

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zgrssd
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 23
Joined: Wed May 13, 2020 3:02 pm

Various UI ideas

Post by zgrssd »

I watched DasTactic play a bit. And I noticed some oddities with how some values are represented. Actually some of those observations go back to Warhammer 40k Gladius, which has a rather similar Combat Model with Attacks per Figure. But they do apply to this old game too.

Total Attacks, not per Figure
Let's say I have 6 halfling spearmen with 2 Attack per figure.

I want to know that the unit has 12 (2) attack: 12 Attack Total, at 2 Attacks per Figure.
Attacks per Figure is a minor detail. Something I only need to double check the math and evaluate the impact of a +1 Attack.
The 12 total - that is the really important information. That is what I will be comparing to few figure and single entity units.

Additional HP Information
I feel like the total HP and HP of the top figure are about equally important. Maybe a bar with Segments for each unit? A Bar with color coding based on the top units HP? Maybe several bars?

Special kinds of damage - like Create Undead but also Irreversible - might need a separate bare or special indicator.

Damage - Losses first
Currently you display HP lost first, Model Losses 2nd. I think it should be the other way around.
Dealing 10 HP damage might not actually affect the figures (and thus combat capacity) available at all.
While killing 5 Figures is very important, even if that was only 5 HP damage (as can happen with humans or Halflings).

Damage Predictions
Some Damage predictions are always a good idea with a Strategy game.
Of course this is made hard by the Accuracy being actually rolled. However, not impossible as values are large: The more dice are thrown, the more average the results will be.
If you roll 10 Attacks with 30% each, the 3.3 average will be on point quite often. Not always of course, but that is why it is a prediction only.

I would say 3 prediction points matter:
- average unmitigated damage
- double the average, unmitigated damage
- the theoretical maximum, unmitigated damage. But that one is only of tertiary relevance.

The proper place for this prediction would be the actual attack - as with ranged, accuracy can change based on range

Defense Predictions
Similar to Damage, predictions can be done with the defense roll.
However, how to calculate that does depend somewhat on the expected damage. Due to repeat defense rolls every, low HP + High Defense can be a relevant advantage. And this should be displayed.

Threatened Hex mode
When moving a Unit (or army), it can be helpful to know which hexes the enemy can threaten with melee attacks, ranged attacks, or movement. I think the Fire Emblem Series (or one of the clones) had a mode like that. It is interesting to plan movement. And I bet you already have it, but for AI use only.

Specifically color coding based on the following order (from least relevant to most):
1. hexes the enemy can ranged hit with at least 10% accuracy
2. as 1, but 20% accuracy
3. As 1, but 30% accuracy
4. As 1, but 40% accuracy or more
5. Hexes the enemy can make at least 1 Melee attack into, after moving
6. As 5, but 2 melee attacks
7. As 5, but 3 or more melee attacks
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