linolafett wrote: ↑Wed, 11. Sep 19, 16:25
I guess thats more an issue, because we dont have the shortcuts for inside of the menu (yet).
The old radial menus were "quickly" navigateable, because we had shortcuts for them. At least thats how i used them.
Though i often had to search in the sub menu for the right entry. I was not fun clicking the "more" button and still not getting the personal listed i wanted.
They were quickly navigable because the UI was fluid and consistent. Have you tried playing a longer session of X4 with a controller? Open menu, down down down down down down, press A. Open missions, down down down, press X for context menu, down, press A (set to active). But then... Open crew list down down down X for context menu, oops, context menu doesn't open, use mouse emulation first! Used mouse emulation? Press X now. Uh, no, can't activate first option, down up first! Open property list, down down down down select ship, press A - center on ship. Up up up up up select station, press A - oops, doesn't center, expands the station tree instead... Want to order a ship to do something with another object (i.e. dock at station)? Have to use mouse emulation. Opened context menu for current target? Can still strafe with one stick, but don't touch the steering, menu will close (apparently, it's different for joystick players).
Things like that make the UI repulsive. So even if you add more options in menus, it wouldn't be fun using them. That is, until there are menus that are fluid and consistent. Which is what radial menus are. Hold button, swipe mouse (or stick) in the correct direction, release button.
One button, ton of actions. Shortcut savings are just huge. And you can save the short tap of the same button for a quick action.
Adding shortcuts for the map is not trivial, as we have quite a few buttons on screen.
Like the top level bar (where you change between different full screen menus), then we have the left handside vertical aligned tabs for various panels. In these panels we have sometimes a horizontal bar. On the right we do have the filter and legend.
I could ignore the top level tabs for shortcuting, when the map is open, as some have already their own shortcut, and assign keys 1-9 to the left vertical tabs. How should we then map the horizontal tabs? I would not like to reuse the same keys again, as then browsing the vertical tabs would be impossible. Modifier key? Letter shortcuts?
Its a thing i would like to have at some point, but i dont have a clear concept yet for this.
You have WASDQE (or alternative in dvorak or what have you), which for some strange reason you guys redundantly bound to panning/rotating the map, when analog inputs already let you do that (i.e. mouse and sticks on controllers). You have the Tab key, Shift, R, F, Z, X, C, Space, tilde or whatever's to the left of 1 in a given layout. There's literally a
ton of keys that could be
useful.
For example:
- switching top level tabs: Q and E (controller, as is now - LB, RB)
- navigating left hand side: W, S up-down, A, D left right (controller - D-Pad)
- toggling left/right hand side (though I'd prefer right hand side ditched altogether, but that's another story): Tab (controller - Select button; no, seriously, external view can be opened via menu, and is not needed
on the map, at least when playing with a controller)
- pressing "right" (i.e. D or right on D-Pad) expands item if it's expandable
- pressing "activate" (i.e. F or Enter, or A on controller)
activates, not expands
Etc, etc...
Is that really not enough keys?