SUMMARY: Interface "Major rework of the targeting UI"
Purpose of change
Current targeting UI is clunky and uncomformable for player to use. Main issues:
ineffective use of available place - the most important data (chance to hit) is hidden among walls of text
poor coloring choices - again, the most important data is dark gray
a lot of excessive information - player is going to know the hotkeys, range of his weapon, etc, no need to show it constanctly
aiming modes are dangerous to use - player gets locked out of control (barring game-initiated queries) until character reaches the specified aim level, and there is no guarantee character will ever reach it
iterative aim is frustrating to use - it works in iterations of 1/10 turn (!) per keypress, and if something happens during this 1/10 of the turn (like a noise), player will be prompted to confirm he wants to keep spending 1/10 of the turn
Describe the solution
More or less completely rewrite the aiming UI code.
chance to hit is now the last piece of information provided on the screen, should be easy to quickly find it visually
coloring reworked to be more readable, hotkeys are now highlighted with color
excessive information was removed, what's left is the data which changes from shot to shot. It is expected that player will learn hotkeys and similar things after using the screen once. If he doesn't, there's now an F1 hotkey to display the description of targeting UI.
target data is now displayed in a short one-line entry
aiming modes are gone
iterative aim now takes up to 25 moves (less if you reach full steadiness earlier)
iterative aim can't be interrupted by ingame events (new property for activities: atomic)
SUMMARY: Interface "Major rework of the targeting UI"
Purpose of change
Current targeting UI is clunky and uncomformable for player to use. Main issues:
Describe the solution
More or less completely rewrite the aiming UI code.