Initial Feedback
Posted: Fri Apr 15, 2011 2:15 pm
First of all I am running the game at 2560x1440 so I don't know how much that changes my comments about the interface and graphics and such.
The first thing I always do is go to Options, but there is no Options screen. As my comments will show, I really like to customize my game and interface as much as possible. The other thing I've always wanted to see with PC Wargames are Designer Notes. That is what I always read first with a board wargame and I think it would be equally helpful to have that on the main screen interface. Maybe an About button that will tell you the various builds and updates and include the Designer Notes about the philosophy and objectives behind the game.
I then pressed new game and I was really thrown by the small font in one big column. I would much rather have bigger print and separate columns for at least the four different sections. I think it would also be helpful to have a popup when I mouse over each choice. What does supply mean? What is the difference in difficulty levels? What does each scenario entail?
I pressed new tutorial and was immediately pleased to see the Turn 1 info on a black screen. Took me a minute to remember that it was from Panzer General but it made an immediate favorable impression.
As to the initial graphics I was struck by how faint the hexsides were. I was surprised to find out that setting was with hexsides on. I would suggest having none, light (the current one), and dark as choices.
I was initially confused as to who was fighting who. Red Germans vs. Blue Germans? Black vs. Green? Are the Blue German symbols objectives? When I mouse over units their info is all shown on the right side of the info screen but some are blue and some are red. Why aren't the differing units on opposite sides? Mine shown on the left and the enemy on the right. Why are Germans fighting Germans? (I think it would be better to have Germans fighting Russians)
I also think the info on the right is way too small and inadequate. I don't want to look away from the map to the right. It would be much better to have a popup right above the unit. The popup would have all of the detailed statistics for the unit. A large photograph or graphic of the unit and a button to read historical information about when the unit was used in the war, what its specific role was supposed to be, what equipment it replaced, what equipment replaced it, and what battles it was used in.
I then went through the information buttons on the right. I thought the pause before the popup of what each button does was too long. It should come up more quickly.
No popup for the yellow clock or two sun/clouds. Is the gold eagle a clock? What is 145 then? What are the suns? I pressed the yellow button and figured out it was the next turn button. I would think of a rightward facing arrow would be more intuitive and in red.
I would like to see the buttons above the minimap be the same size as the buttons under the next turn button. I think they are too small. I would also suggest having the Next Unit button be bigger and more distinct since that is what I would use most often. (Except for the next turn button)
I pressed the system button and found some options. I've already mentioned the hexsides, as for unmoved units I prefer to have units that have already moved be shaded so unmoved units stick out more and are brighter. I think that should be at least an option.
I like the graphics and color pallete quite a bit. However the panzer looks a little flat to me. Looks more stretched out than what I would expect. It doesn't seem like it has the right proportions. Still don't understand why the defenders are numbered in camo green and the attackers are in black.
I press a unit to move it and UGH! No big white dots! I found them very jarring and they ruined the map for me. I can see the use for the trucks but no dots. I also didn't like the white. Germans should be in black or at least gray. I think each country should have their possible movement hexes in their national color. Russians red, Brits blue, Americans Green. And maybe a little more translucent. I also think it would be helpful to show the hexes that would allow an attack to be highlighted in red or with a little explosion in the middle. So you could tell right away where you can move, where you can move to attack, and where you need to take transportation.
I would also like to mouse over the possible units to attack and what the predicted outcome of the attack would be without having to move next to it. I think it's better to have the predicted outcome shown so I can scan all possible attacks, rather than move, look at the predicted results, and then undo the move for each possible attack. I know hidden units, (with FOW on), can popup and force that move to stick and not be undone, but that also allows a cheap scouting tactic. Move a cheap unit to scout the different possible enemies and find the hidden units and then attack with stronger units. I think it would be much better to not allow you to undo a move. You know where you can move, who you can attack, and what the probable results will be. You should then have to commit to a move. To allow the endless undo moves of scouting units seems repetitive, tiring, and unrealistic to me. I shouldn't be able to use one recon unit to scout four different areas on the same turn. At least think about making this an option. I would prefer it a great deal and it would make air battles way faster. You wouldn't have to move next to each unit and then take them each back to determine which unit to attack. You could just mouse over each defender and see the probable results and then pick which one to attack.
I like the red crosshairs symbol for a possible attack but I don't like the beige spike circles around the cities. What are those for? How about having the city names popup when you mouse over them?
I don't like the little probable combat result numbers. I would much prefer a bigger popup that would have a graphic of each unit and what combat factors are affecting the result. (eg Defending in city, Fortification level, and so on) In other words why that is the predicted outcome. What factors that are knowable by the player are affecting that combat. Again I think the little box in the right hand column is inadequate and why is my unit now on the left? I want bigger numbers predicting what damage I will take and give below our respective national flags in the popup.
The combat sounds are okay but I don't like the smoke. If it was an airstrike that might work, but here there should be little bullets flying to cause damage to my panzer or something more closely related to an infantry attack. I guess the red slash means I am done attacking but I don't like it covering my strength at all. Either shade it darker, which I would prefer, or outline the square in red. I don't like to have to look more closely to determine my strength. Instant recognition would be much easier and better with no slash.
I hope this is what you wanted and that I wasn't too negative. I just did a stream of consciousness about all of my initial impressions. Let me know if I'm on the right track.
The first thing I always do is go to Options, but there is no Options screen. As my comments will show, I really like to customize my game and interface as much as possible. The other thing I've always wanted to see with PC Wargames are Designer Notes. That is what I always read first with a board wargame and I think it would be equally helpful to have that on the main screen interface. Maybe an About button that will tell you the various builds and updates and include the Designer Notes about the philosophy and objectives behind the game.
I then pressed new game and I was really thrown by the small font in one big column. I would much rather have bigger print and separate columns for at least the four different sections. I think it would also be helpful to have a popup when I mouse over each choice. What does supply mean? What is the difference in difficulty levels? What does each scenario entail?
I pressed new tutorial and was immediately pleased to see the Turn 1 info on a black screen. Took me a minute to remember that it was from Panzer General but it made an immediate favorable impression.
As to the initial graphics I was struck by how faint the hexsides were. I was surprised to find out that setting was with hexsides on. I would suggest having none, light (the current one), and dark as choices.
I was initially confused as to who was fighting who. Red Germans vs. Blue Germans? Black vs. Green? Are the Blue German symbols objectives? When I mouse over units their info is all shown on the right side of the info screen but some are blue and some are red. Why aren't the differing units on opposite sides? Mine shown on the left and the enemy on the right. Why are Germans fighting Germans? (I think it would be better to have Germans fighting Russians)
I also think the info on the right is way too small and inadequate. I don't want to look away from the map to the right. It would be much better to have a popup right above the unit. The popup would have all of the detailed statistics for the unit. A large photograph or graphic of the unit and a button to read historical information about when the unit was used in the war, what its specific role was supposed to be, what equipment it replaced, what equipment replaced it, and what battles it was used in.
I then went through the information buttons on the right. I thought the pause before the popup of what each button does was too long. It should come up more quickly.
No popup for the yellow clock or two sun/clouds. Is the gold eagle a clock? What is 145 then? What are the suns? I pressed the yellow button and figured out it was the next turn button. I would think of a rightward facing arrow would be more intuitive and in red.
I would like to see the buttons above the minimap be the same size as the buttons under the next turn button. I think they are too small. I would also suggest having the Next Unit button be bigger and more distinct since that is what I would use most often. (Except for the next turn button)
I pressed the system button and found some options. I've already mentioned the hexsides, as for unmoved units I prefer to have units that have already moved be shaded so unmoved units stick out more and are brighter. I think that should be at least an option.
I like the graphics and color pallete quite a bit. However the panzer looks a little flat to me. Looks more stretched out than what I would expect. It doesn't seem like it has the right proportions. Still don't understand why the defenders are numbered in camo green and the attackers are in black.
I press a unit to move it and UGH! No big white dots! I found them very jarring and they ruined the map for me. I can see the use for the trucks but no dots. I also didn't like the white. Germans should be in black or at least gray. I think each country should have their possible movement hexes in their national color. Russians red, Brits blue, Americans Green. And maybe a little more translucent. I also think it would be helpful to show the hexes that would allow an attack to be highlighted in red or with a little explosion in the middle. So you could tell right away where you can move, where you can move to attack, and where you need to take transportation.
I would also like to mouse over the possible units to attack and what the predicted outcome of the attack would be without having to move next to it. I think it's better to have the predicted outcome shown so I can scan all possible attacks, rather than move, look at the predicted results, and then undo the move for each possible attack. I know hidden units, (with FOW on), can popup and force that move to stick and not be undone, but that also allows a cheap scouting tactic. Move a cheap unit to scout the different possible enemies and find the hidden units and then attack with stronger units. I think it would be much better to not allow you to undo a move. You know where you can move, who you can attack, and what the probable results will be. You should then have to commit to a move. To allow the endless undo moves of scouting units seems repetitive, tiring, and unrealistic to me. I shouldn't be able to use one recon unit to scout four different areas on the same turn. At least think about making this an option. I would prefer it a great deal and it would make air battles way faster. You wouldn't have to move next to each unit and then take them each back to determine which unit to attack. You could just mouse over each defender and see the probable results and then pick which one to attack.
I like the red crosshairs symbol for a possible attack but I don't like the beige spike circles around the cities. What are those for? How about having the city names popup when you mouse over them?
I don't like the little probable combat result numbers. I would much prefer a bigger popup that would have a graphic of each unit and what combat factors are affecting the result. (eg Defending in city, Fortification level, and so on) In other words why that is the predicted outcome. What factors that are knowable by the player are affecting that combat. Again I think the little box in the right hand column is inadequate and why is my unit now on the left? I want bigger numbers predicting what damage I will take and give below our respective national flags in the popup.
The combat sounds are okay but I don't like the smoke. If it was an airstrike that might work, but here there should be little bullets flying to cause damage to my panzer or something more closely related to an infantry attack. I guess the red slash means I am done attacking but I don't like it covering my strength at all. Either shade it darker, which I would prefer, or outline the square in red. I don't like to have to look more closely to determine my strength. Instant recognition would be much easier and better with no slash.
I hope this is what you wanted and that I wasn't too negative. I just did a stream of consciousness about all of my initial impressions. Let me know if I'm on the right track.