Feedback about GUI and overall user experience

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MasterBLB

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Apr 30, 2018
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Part 2 here

Good day Battletech developers

I'd like to congratulate you at first, you've made a really good and immersible game. You've ported board game into computer game almost perfectly. Splendid work gentlemen!

However, there are aspect whose could use some improvements. I mean overall GUI, and overall user experience in operating your game, as it feels inconvenient and clunky quite often.

This post contains things which affects user experience very badly though. If you devs will find my feedback valuable, and wish to discuss it deeper I will provide more.
Soo,let's start.

During a battle:
1) Right mouse button should act like ESC works now,except it couldn't go into "Load/Save/Options/Quit" menu.
Right now you have to use ESC over and over, and over again if you want to cancel current action. In my few 1st hours with Battletech I constantly tried to use RMB to "go back" in action, as used to in XCom. This change won't be hard, and will improve operating battle interface only via mouse, therefore increasing user experience. Well, you can add new bindable option "Go Back" or "Cancel Action" with default ESC so the players will assign a key or mouse button on their own. Current functionality of right mouse button could be moved to middle mouse button, or better make it bindable in options too.

Pls make a very quick test on your side and see how much smoother gameplay is if you can use mouse button like ESC keystroke.

2) Adding some markers, or kind of minimap to clearly show how many enemies are visible on sensors.
It's extremely inconvenient now to move whole battlegound around,and watch how many new enemies has been spotted. And dangerous, when Olivera has announced incoming reinforcements, and a player have difficulties to locate them. Also, their markers are often hidden in bushes, or sandstorms, and hue of the red color you've used for them has not the best contrast on Martian and dirt brown maps.
To improve that, I suggest adding clickable markers just over mechwarriors' portraits, similar how it is made in XCom - my lancemate sees an enemy, or have something on sensors, pop, there is mark over (or near) his portrait. Now I can click it, and camera will go (slow enough to not lose orientation) to position of the spotted entity.

Look at some Let's play XCom 2 videos on youtube to see what I mean.

3) Add option to reserve one squad member on his/her abilities bar.
There are very common situations when ex I'd like to delay action for my LRM Boat only, but I cannot if all my mechs are in the same weight category. Worth to mention is that the problem mentioned in paragraph one was noticeable here, quite painfully.
Well of course, if that "whole weight class reservation" is not done on purpose due to game mechanic. But even it does please reconsider the change.

4) Add ability to fire already aimed shot by pressing space key.
Battletech is best operated by both mouse and keyboard - mouse used to point targets for moving and shooting, and keys to trigger specific actions. However, to order fire I have to move mouse from around middle of the screen whooole way to the down edge of screen, and click "Fire" button on GUI. Oh my, it's so, soooo inconvenient and time consuming!

Solution is extremely simple and quick to implement - add bindable action for "Fire" order, default spacebar. And see yourself in internal test how much better it'd feel.

Mech replacement in a mechbay:
It's so broken that I cannot see loadout of a mech I have to put into storage to make space for new one assembled from salvage, just after completed mission. It affects user experience very badly.
mech replace screen.png

Fig. 1 - After a week of break from playing Battletech would you remember if that Kintaro is worth being kept in mechbay, or it'd be better to replace it with newly assembled Wolverine?

I hope you'll find it interesting, and will give me info back how internal tests went, and you wish to get more hints.

Kind Regards for
@HBS_CaptKerberos
@HBS_Comanche
@HBS_Corvus
@HBS_Dagger
@HBS_Eck
@HBS_dlecompte
@Colonel Flamestalker

MasterBLB
 
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Serenity84

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It's so broken that I cannot see loadout of a mech I have to put into storage to make space for newly assembled one. It affects user experience very badly.
It's gone because you store the chassis only. It's stripped of all equipment.

There needs to be a way to quickly see the default layout though. Saving custom layouts would be nice, but would involve a lot of work on the UI, so don't expect it soon
 

Max_Killjoy

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Two items that really stand out for me:

#2 -- the game really needs a minimap.

#3 -- the single-mech "reserve" would be great.
 

agris

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I could not possibly disagree more regarding the minimap. Having played for ~40 hours, I have never once lost track or location of the enemies. Keep in mind that your Phase indicator is also a bean counter - if you see 2 phase 2 enemies up there and only know where 1 is.. well, now you've got your instructions.
 

AugurJMD

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#3 is a flaw in your thinking.
If you do NOT want to reserve a mech, you JUST MOVE it. Problem solved.

Issue being is when the pilot/mech is auto-selected during the phases during active combat, but to reserve that pilot/mech you have to use ESC to back out. The #3 suggestion is more an "ease of use" thing.
 

Milano_II

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There needs to be a way to quickly see the default layout

It's there, I found it... It's hidden. LOL Seriously. One of the buttons in top left when you have the mech open for refit. I think there's a ? in a circle or something
 

Serenity84

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Yeah, there is an "I" button when you refit a mech. I found that too :)

But you still can't see it on stored mechs as far as I can tell. That makes it hard to decide what to take out of storage
 

Max_Killjoy

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Issue being is when the pilot/mech is auto-selected during the phases during active combat, but to reserve that pilot/mech you have to use ESC to back out. The #3 suggestion is more an "ease of use" thing.

Something like that just should be on the individual unit, not on 2 or more as a group.
 

MasterBLB

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Issue being is when the pilot/mech is auto-selected during the phases during active combat, but to reserve that pilot/mech you have to use ESC to back out. The #3 suggestion is more an "ease of use" thing.
As @Max_Killjoy pointed,it's a bit more than ease of use (but that aspect is important too) - currently,from say full lance of medium mechs I can't reserve just one of them,either all of them,or none.That is I'd like to change by #3.

Btw,at the top of post added quick link to 2nd part of GUI/user experience feedback.
 

Max_Killjoy

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As @Max_Killjoy pointed,it's a bit more than ease of use (but that aspect is important too) - currently,from say full lance of medium mechs I can't reserve just one of them,either all of them,or none.That is I'd like to change by #3.

Btw,at the top of post added quick link to 2nd part of GUI/user experience feedback.

Actually, it does make a different now that I'm thinking it through. Sometimes you have the choice to pick one of two or three mechs to move, and then after you chose, the AI gets a move before you get back to the the one or two that's left on your lance. Actually Reserving one and then moving the other would give a bit more weight to things like Master Tactician.