Aug 16th 2019, 4:53:26
I can’t post on the UI forum for some reason (which is maybe a bug report itself). So will do here.
It generally feels more modern which is great!
I do think most of the changes so far are technical rather than experiential. For example, I usually want to tech a certain number of turns instead of a certain number of points, say 25 bus and 25 res. I’m a math person, but doing the multiplication of turns and tpt on a phone and making sure I type it correctly just creates unnecessary friction.
That said, sometimes I might actually want points, e.g. getting to 120% strat before an attack. But then I have to go to the wiki, create an Excel formula, figure out how many points I need, tech those points and realize I did something wrong, go back to Excel to find a typo, recalculate how many more points I need, and then go tech those. An alternative would be an option to tech to a certain %, telling you how many turns that would take, and then letting you confirm that - same thought process for buying tech.
Or for attacking, an alternative could be an in-game version of country search based on various filters including DRs, a tap to attack (or spy if you really want to), pre-filling attacking forces based on your op or on parameters you pre-set (e.g. maybe you want to assume 2x allies and 20% oversend, or maybe 5 jets for every $1 of networth), and maybe suggesting and then buying any additional military needed. (I think the preference that already exists for public vs private goods is a simple but good example of the type of pre-set that I’m talking about that approaches the coding from the angle of what the user is trying to do.)
Some of what I suggest blurs the line between putting in the work (to understand strategy and to make sure you pay attention to details) and reducing friction on a phone jumping to other things like calculator - or of stupid mistakes like bad mental math or forgetting someone is a dict. And we can debate how far we go down that path. But I do think it’s be good to include in the UI rebuild what users might actually be trying to do (e.g. tech turns vs points), looking for natural connections across actions (e.g. ops into war room), and bringing in house at least the most basic functions that happens on third party applications or sites. I can provide more specifics if/when I can post on the UI forum :)
It generally feels more modern which is great!
I do think most of the changes so far are technical rather than experiential. For example, I usually want to tech a certain number of turns instead of a certain number of points, say 25 bus and 25 res. I’m a math person, but doing the multiplication of turns and tpt on a phone and making sure I type it correctly just creates unnecessary friction.
That said, sometimes I might actually want points, e.g. getting to 120% strat before an attack. But then I have to go to the wiki, create an Excel formula, figure out how many points I need, tech those points and realize I did something wrong, go back to Excel to find a typo, recalculate how many more points I need, and then go tech those. An alternative would be an option to tech to a certain %, telling you how many turns that would take, and then letting you confirm that - same thought process for buying tech.
Or for attacking, an alternative could be an in-game version of country search based on various filters including DRs, a tap to attack (or spy if you really want to), pre-filling attacking forces based on your op or on parameters you pre-set (e.g. maybe you want to assume 2x allies and 20% oversend, or maybe 5 jets for every $1 of networth), and maybe suggesting and then buying any additional military needed. (I think the preference that already exists for public vs private goods is a simple but good example of the type of pre-set that I’m talking about that approaches the coding from the angle of what the user is trying to do.)
Some of what I suggest blurs the line between putting in the work (to understand strategy and to make sure you pay attention to details) and reducing friction on a phone jumping to other things like calculator - or of stupid mistakes like bad mental math or forgetting someone is a dict. And we can debate how far we go down that path. But I do think it’s be good to include in the UI rebuild what users might actually be trying to do (e.g. tech turns vs points), looking for natural connections across actions (e.g. ops into war room), and bringing in house at least the most basic functions that happens on third party applications or sites. I can provide more specifics if/when I can post on the UI forum :)
Edited By: Z [Post Script] on Aug 16th 2019, 5:06:47
-Z (Post Script)