Game Discussions Star Citizen Discussion Thread v12

SC's UI is 'getting better' in some ways...going backward in others. For the ship UI, setting your ship course on the fancy holographic wristwatch is plain ridiculous...but Chrissy boy wanted that fancy schmancy watch. I much preferred the old pre-Mobiglas system where you plotted the course on the ships holographic starmap.
Oh don't get me wrong there are some parts of it i don't like in the SC UI. Its still streets ahead of ED UI though at least its onscreen and does not disappear in high g turns in combat.
 
Wait, what ? You can do more than posting screenshots and roleplay / pretend non-existing gameplay ?
Could you, for instance, create a mining corporation, establish mining operations, with paid fighter escorts (through sub contracts), pay employees with a share of the revenues created by the refining of materials owned by the corp, and then make further profit by creating products out of these materials and send them on cargoes also owned by the corp ? All of this managed in-game of course with in-game mechanics, corpo/guild chat, etc.. (just giving an example of gameplay with "depth", that's of course at least two existing games i know)
Or by "depth" you mean you can walk onboard your ship and look at all the nice 3D assets with zero function and pretend you're a space merchant ?
That is exactly why i used the terms depth and breadth. In SC you can interact with every button, door and such, walk around your ship, take a nap and no doubt in the future stop to go to the toilet, that's depth, ok bugs aside. They have created an immersive game.

ED has breadth, because whilst it does not allow you to do most of those things it has a massive universe and infinite diversity. Except of course much of it looks the same and you get one ship UI like it or leave it.

As my original quote said, i would like the visuals of SC and the gameplay of ED. To much depth is not a good thing really. Oh look call a lift, nothing happens for 25 seconds, you walk away and then it turns up, that sort of depth is probably to much.
 
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Oh don't get me wrong there are some parts of it i don't like in the SC UI. Its still streets ahead of ED UI though at least its onscreen and does not disappear in high g turns in combat.

The ship UI in elite is cohesive, usable, and functional. The ship UI in SC is a disaster and getting worse.

If you are just flying delivering boxes or taking screen shots it doesnt really matter. Doing combat you 100% notice it.
 
That is not depth in my book. Immersion... yeah. Depth != immersion.
We can agree to disagree. Depth is down and that's what you get with SC, down to every switch, button and screen working. Breadth is scope, size of environment and such, which you get with ED.

If i want gameplay then ED has it, if i want visuals and immerviceness then SC has that. For me visually SC is streets ahead, it just does not have the gameplay that i get out of ED and in part that is down to its depth. Just jumping in your craft and going on missions is pretty straight forward in ED, in SC its a little bit more involved.
 
The ship UI in elite is cohesive, usable, and functional. The ship UI in SC is a disaster and getting worse.

If you are just flying delivering boxes or taking screen shots it doesnt really matter. Doing combat you 100% notice it.

There is something to be said for a standardized interface. But its also understandable why different layouts for different ships also makes sense.

The advantage of standardizing is obvious. You can move between ships and not have to learn where everything is. The advantage of different layouts is that its cool... but takes more effort from the dev and design team.

A good analogy from the real world is cars, which i would say is somewhere in the middle of the two extremes.

A driver can jump in almost any car and within a few seconds orient on where all the functions are for driving. Maybe the controls for the lights are bit different. Maybe its a twist button instead of a flick switch. Maybe the radio controls are integrated into the paddles. But everything else is the same. Indicators on the left, wipers on right. Pedals are from left to right clutch, brake, accelerator (no matter which side the seat is on). Speedo and revs in the middle along with gas and other important information. You know how to drive, you don't need to relearn (unless you only know how to drive automatics and get into a manual car, then LOL, you're boned).
 
and getting worse.

Worse in 3.14? (I know the triangle representation wasn't super popular - poor at a glance etc, and set a fair way off target etc in the MFD?)

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What are your thoughts on the other changes? Missiles better as a segregated function? Short ammo counts and ranges for munitions etc an improvement?
 
The ship UI in elite is cohesive, usable, and functional. The ship UI in SC is a disaster and getting worse.

If you are just flying delivering boxes or taking screen shots it doesnt really matter. Doing combat you 100% notice it.
I do all the time and have done for the last 9 months or so. I never ever said that ED UI is not functional at all, it is and does what's needed to be done, just not elegantly. As a UI designer it ticks all the wrong boxes for me, its awful.

As a side note i will say i understand the reason why in a way. ED has to be useable to those on PC but also on XBox and the like.
 
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We can agree to disagree. Depth is down and that's what you get with SC, down to every switch, button and screen working. Breadth is scope, size of environment and such, which you get with ED.

If i want gameplay then ED has it, if i want visuals and immerviceness then SC has that. For me visually SC is streets ahead, it just does not have the gameplay that i get out of ED and in part that is down to its depth. Just jumping in your craft and going on missions is pretty straight forward in ED, in SC its a little bit more involved.

I'm thinking depth in gameplay. I don't care about if i can take a dump in a virtual toilet.
 
I'm thinking depth in gameplay. I don't care about if i can take a dump in a virtual toilet.
Gameplay, well you can call it what you like, but gameplay is fine. You get gameplay in both, just depends on the gameplay you want. For me the comparison of ED and SC does not really hold up. SC for me is closer to Eve Online and Cyberpunk 2077. The commonality between ED and SC is of course the environment, but people seem to have made this connection between the two. Maybe because quite a few people who play SC also played or still play ED, like me.
 
Gameplay, well you can call it what you like, but gameplay is fine. You get gameplay in both, just depends on the gameplay you want. For me the comparison of ED and SC does not really hold up. SC for me is closer to Eve Online and Cyberpunk 2077. The commonality between ED and SC is of course the environment, but people seem to have made this connection between the two. Maybe because quite a few people who play SC also played or still play ED, like me.

What i'm saying is flicking switches manually to turn on engines (or whatever) for me isn't depth of gameplay, its immersion. The gameplay itself is turning on the engines. Whether its done by pressing a button on my keyboard/hotas or my using the mouse to point at a switch and then clicking the mouse button... well, its hard to call that gameplay. More of an annoyance, especially after you've had to do it dozens of times. And if its optional, then its wasted effort, because after the first few times, you're just going to press the relevant button on your keyboard.. well, at least i am. But maybe that's why i don't go all gaga over games like DCS ;) If i want to dogfight in a plane i just want to dogfight, i don't care about doing all the flight prep stuff and manually flicking switches.
 
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So looking forward to CIG implementing Earth or Terra! In 2050.
 
Worse in 3.14? (I know the triangle representation wasn't super popular - poor at a glance etc, and set a fair way off target etc in the MFD?)

Yes, worse in 3.14.

The triangle is probably fine.

But using elite as the base line, you can at a glance see where you are distributing power and the status of the 3 "buckets" all in one glance. All that information is located in the same area of the screen.

In SC, the power triangle may or may not display default in an mfd. But you can put it in any available mfd. The power "bucket" for your weapons is towards the upper right side of the screen and each weapon has its own bucket. Power bucket for thrusters is towards the upper left side of the screen and disappears if it is full. I dont think there is a power bucket for shields, you just have to see if you shields are recharging. Shields recharging is also in an mfd. So the info you need for power management is all over the place and not readable at a glance.

Then, if you are in combat you want to be aware of 3 things:
  • Your ship status
  • Target ship status
  • Power triangle status

All of these are in MFD's. However there are ships like the Gladius where you can only see 2 MFD's without looking down. This doesnt affect all ships.

SC has a velocity indicator the indicates the direction the ship is traveling in. When decoupled the ship is not always traveling in the direction the nose is pointing. In 3.14 the velocity indicator now disappears when it gets somewhat close to the ship traveling in the direction of travel. With years of depending on the velocity indicator this is a huge step back for me. It is irritating enough that it makes me not want to play.

In 3.13 your velocity is indicated by a bar graph type thing that fills up as speed increases. It turns read above SCM. It is one of the few things that is resistant to getting washed out by the background. In 3.14 the bar graph is permanently filled in and there is a tiny carrot that indicates speed. It is hard to see under optimal conditions and is washed out all the time.

thanks for coming to my TED talk
 
There is something to be said for a standardized interface. But its also understandable why different layouts for different ships also makes sense.

The advantage of standardizing is obvious. You can move between ships and not have to learn where everything is. The advantage of different layouts is that its cool... but takes more effort from the dev and design team.

A good analogy from the real world is cars, which i would say is somewhere in the middle of the two extremes.

The interfaces in SC are pretty much standardized. You can get in any ship and be fine if you have played the game for any amount of time.

At least for now........
 
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