However I think perhaps one of the large contributors to the OP's concern over being 'cartoony' is the font choice.
The fonts in the show's LCARS were far more 'grown-up' and professional in appearance. However they did tend to be vey narrow and in all-caps making them often illegible.
The STO font on tribble is very legible but not particularly trek.
I think there maybe a balance in between that needs to be found.
so first thing is first i apologize if not in right section
so i was given an invite for the beta testing i have played to lvl 12 and i have stopped playing (a good thing) i will wait for the holodeck to launch it as i dun wanna spoil anymore of the story i am very happy with the testing i did although only complaint i would make is the first section on the colony i swear i was playing a mmo medieval game lol otherwise i am happy with the layout changes the role play basically everything
(for those who disagree with my opinion dont read it otherwise sux it up)
[SIGPIC][/SIGPIC]
Sucking The Exchange Dry For all It's Worth [System] [ItemReceived] Item acquired: Master Key [System] [NumericLost] You lost 2 Energy Credits [System] [AuctionSuccess] You made a purchase successfully!
We want to make sure that it's consistent. I'm not married to the particular shade of blue it's using, though I landed on it because it doesn't feel like a "federation" blue and is easily distinguished from the "enemy" color for colorblind players.
Naw, keep it. The current iteration of "IFF" is fantastic.
♪ I'm going around not in circles but in spirographs.
It's pretty much this hard to keep just one timeline intact. ♪
the icons around the mini map,top right,need a workover/ a few buttons removing.
its too busy and looks untidy imho.
maybe it'll be better when i check the classic versions later when i get home,will see.
also the full impulse arrow icon needs a bit of extra shade work,its hard to tell when i'm at full or not.
I would like to change IFF personally or personalise it. I don't like the dull colours for targets. Makes them fade into background more.
Now thinking about it, most of my gripes with new UI is that pretty much everything seems to be going a transparent route which is a problem cause I feel like everything tries to blend into the scenery/background. Most of the buttons/information you require are harder to see because of it.
The new 'Classic' schemes look great, thanks for that.
Now just let me turn the black parts of the UI transparent and I'll be ecstatic.
_________________________________________________ [Kluless][Kold][Steel Heels][Snagtooth] [Louis Cipher][Outta Gum][Thysa Kymbo][Spanner][Frakk] [D'Mented][D'Licious]
Joined October 2009. READ BEFORE POSTING
Thank you so much for adding the new classic schemes! Now I can play without having
my eyes and head hurt :P Some of the buttons are still pixelated for me (at 1920x1200 res,
0.85 scale), but I guess I can live with it.
Joined in March, 2011. Lifer since December, 2011.
For the most part, I've gotten used to the new UI, but there's a couple things that still bother me.
1. The custom UI choice is global, not per character.
2. The Away team does not show their abilities, which means I can no longer trigger those abilities manually if I so choose. (I have tried both display options. One has a small black border, the other has nothing)
3. The "team" and "away team" sections are very large, and cover up something either on the ground or in space.
-- If I adjust so that the chat window is not covered in space, then it covers up my character info on the ground.
-- If I adjust so the away team / team section is not covering up my character pane on the ground, it covers up the chat window.
As commented many times, people are having trouble seeing the shield indicators and the text. Part of that problem is that there are just too much colors drowning out the important UI elements, like Health and Shields.
Look at a screenshot from the LCARS during Star Trek Nemesis. Basic colors with important elements highlighted. You see that even with Normal LCARs.
Don't understand why you guys aren't trying to make the Federation UI truely LCARish and fix some of the unneeded redundancy.
Again, HERE is a picture of my Federation UI that I'm currently working on. As you can see it looks more LCARish than what you guys got, and it merged elements like the Weapon Window with the Shield / Health Window.
And it's kept simple colors so it doesn't drown out the important elements that needs attention like your health and shields.
Surely you can something to improve the UI than just restyling it and giving "pretty colors". :rolleyes:
It's interesting that you cited that screenshot in Nemesis as the red shield indicators there in that still were very dim and hard to see.
That said, their LCARS is LCARish. Looking at your LCARS and their LCARS, their power tray is superior, and your Shield weapons, central ship status indicator is superior. It looks a little rough of course, but I really like it. Especially the way the buttons are organized in a circle around the ship and shield indicator, it reminds me of the Conn console. (By the way, what is that graph in the lower right of the central status display?)
Devs I know taking player submissions isn't really your thing, but really look at that, it looks spectacular and is very Star Trek. But in my view everything else in the Tribble UI is fine.
"Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many they are few"
The new colour schemes "Federation classic","Klingon Classic" and "Romulan classic" look amazing. I'm so grateful crypticttc added these, I swear if I had to use the other options I would end up with eye strain. The other options just reminded me of "Star Trek Dominion Wars" game, great game but the worst UI ever.
Personally I never like change, and I really hated the new UI when it first hit tribble, but the changes that have taken place over the last few week have made the new UI nice. Over time I might like it.
I have no issues with the new UI. I love the color variety as well as the subtle styling cues of each faction. I don't need (or want) to have everything rebuilt or written in Klinzai or Rihan or whatever to make it a "proper" faction UI (Just because I might be playing a space elf, doesn't mean I need to have a UI with a lot of ornate decoration and symbols everywhere reminding me how much of a space elf I am).
I would like the UI scheme to save specific to the characters instead of being account-wide, but I guess that's already being worked on. It's important to note that with the current "build", the "default" UI scheme is not actually based on the faction of the player, but the first faction the player uses. This means that if this doesn't change by LoR launch, players that first log in with Fed toons, will see a Fed UI (or whatever scheme they change it to first) on the next character they log in with, regardless of faction. So hopefully this gets prioritized a little sooner than later.
I do have an issue with the placement and locations of items. The interactive buttons, red alert notification, (regular) notifications. minimap, and mission objective frames are continuous in both space and ground (meaning they have to be in the same location and with the same size in both). I would like to be able to have these items save differently to each type of zone (example: minimap in lower center for space, upper center on ground).
UI sizing within the movable handles is another issue. The biggest example I can think of is with the subsytem power UI element. The actual frame extends far to the left of where the image is, so you can't place it on the left side of the screen without leaving a gap (because you can't move the handle outside the screen). There are other examples (the weapon control UI is another example, with one frame size even though the actual drawn parts change with weapon layout), but I think that one is the most noticeable. The frame handles (green boxes) should be the size of the smallest area the drawn UI can take up, in order to be able to align these elements to any edge of the screen without leaving a gap.
The chat UI is another sore spot for me. Although you can move and resize the chat window anywhere you want, if you minimize it, the button to bring it back up is always in the lower left corner, and unmovable (Example: move the chat window to the upper right corner, minimize it, and see the button in the lower left corner still). This essentially blocks out being able to use that lower left corner for anything else than chat. (or you can, but if you have the chat window active, the button disappears and you have a big hole in the corner now.
Also, the pop-up notifications (the fly-text with the mini-portrait of the NPC speaking): In the old HOLODECK UI, these seem to show up in about the same location as the notification handle. In the new UI, this seems to be controlled separately and pops up on the lower left side of the screen, independent of where I place my notifications.
Is there any way we can get controls to move where these pop-ups show up?
It's interesting that you cited that screenshot in Nemesis as the red shield indicators there in that still were very dim and hard to see.
That said, their LCARS is LCARish. Looking at your LCARS and their LCARS, their power tray is superior, and your Shield weapons, central ship status indicator is superior. It looks a little rough of course, but I really like it. Especially the way the buttons are organized in a circle around the ship and shield indicator, it reminds me of the Conn console. (By the way, what is that graph in the lower right of the central status display?)
Devs I know taking player submissions isn't really your thing, but really look at that, it looks spectacular and is very Star Trek. But in my view everything else in the Tribble UI is fine.
As I said, it's still a Work in Progress. But yes it was inspired by the canonical LCARs layout.
And the "graph" is the ship power window. Inspired from the Excelsior Transwarp Power screen in Star Trek 3.
I have no issues with the new UI. I love the color variety as well as the subtle styling cues of each faction. I don't need (or want) to have everything rebuilt or written in Klinzai or Rihan or whatever to make it a "proper" faction UI (Just because I might be playing a space elf, doesn't mean I need to have a UI with a lot of ornate decoration and symbols everywhere reminding me how much of a space elf I am).
Nobody said anything about ornate decorations, cultural symbols, or even alien languages being added to the UI. Just a stylized UI that's similar to the Klingon or Romulan computer screens we saw in Star Trek.
Because Klingon players didn't like having a hand-me-down UI that just was a color difference of the Federation UI. And won't be surprised Romulan players making similar comments a month or two down the road.
...I am hoping that eventually programmers will be able to allow you to specify a color scheme on a per character basis, but that is contingent on them having the time to do so...
Who do we have to bribe to get this higher on the Programmer's Plate?
The ability to save schemes on a per character basis is simply a must have feature.
You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
- in space the BOff Powertray is now thinner at the bottom, but the box itself isn't any thinner, so i can't move it further down to touch the bottom of the screen, also i do not like the 100% transparent background on this one element.
- request: (this is more for the code guys) in shooter mode on ground, when you move that skill selector for the mouse up and down, could we change this selector so that it does NOT open the third row of the power tray if you only have 1 or 2 rows open?
I have the 3rd row hidden because there is nothing in there anyway and in shooter mode when i scroll up / down with my mousewheel it always opens that third row, and it is supposed to close that row again after the selector is down in row 1 or 2 again, but it does not always close it either. So sometimes row 3 stays open and i have to close it manually again.
As I said, it's still a Work in Progress. But yes it was inspired by the canonical LCARs layout.
And the "graph" is the ship power window. Inspired from the Excelsior Transwarp Power screen in Star Trek 3.
I'm not unhappy with what crypticttc has provided. But I do like the horizontal power tray better. We've seen such gauges in TNG as well. Which only works for the Federation faction. I don't know about RR or KDF though. I'm not sold on the minimap's buttons being moved to lower right though. IMO, that element takes too much space no matter where I might move it. I'm happy with the mini-map in the upper-right. But making that look closer to a Starfleet Tricorder would be interesting. Something more concise like your circular shield element.
(/\) Exploring Star Trek Online Since July 2008 (/\)
The subtitle timing is temporary and will be adjusted once voice overs are added to the sequence.
Roger that; thanks for the heads up. 'Looking forward to even more content via the voice-overs!
Fleet Commander
Caprica's Revenge (...actually active since November 2010, which may one day be important to archaeologists, but not to anyone else...)
I'm not unhappy with what crypticttc has provided. But I do like the horizontal power tray better. We've seen such gauges in TNG as well. Which only works for the Federation faction. I don't know about RR or KDF though. I'm not sold on the minimap's buttons being moved to lower right though. IMO, that element takes too much space no matter where I might move it. I'm happy with the mini-map in the upper-right. But making that look closer to a Starfleet Tricorder would be interesting. Something more concise like your circular shield element.
I thank you, my idea was just merging that weapon window with the shield window. That way it takes away some of the visual clutter, and at the same time it an help out handicaped players move faster between shields and weapons.
I too like the minimap in the upper right. It's the gamer in me that's been use it since old PC games like X-wing and Wing Commander. Not too sure how to improve that except maybe a toolbar drop down.
Also wish Cat would improve other things that's been requested by the community like a pet storage, changes to the accolade page, and with the replicator - seperating it by category so we don't have to fish for commodities.
- I EXTREMELY DISLIKE not being able to spin my character during the "Race & Class" section of the character creator. You ought to be able to spin the character from any point when making a character to observe it properly.
^^^This is a little weird: I had no problem spinning my Rom; could see the toon from the angles we've always been able to. I wonder if these issues are hitting (or missing) only some?
- There seemed to be in-continuity to picking faces / hair in the character creator's basic editor. If you merely hover over a face, you see a preview of it actually on the model before selection. But, if you try to hover over hair ... nothing happens. You need to actually SELECT hair to see it. Why is this? This seems unusual and inconsistent with how the other column works.
- I feel like if I open up the advanced character creation options, the basic character creation options (by that I mean the columns holding pictures of people's faces and hair and what have you) ought to go away. I don't need them. I'm not using them. The only thing they serve to do while I'm in the advanced option is obstruct the view of my characters shoulders and arms which I find kind of annoying. The UI is good but the basic mode makes it feel very cramped around my character. I understand if that's necessary, but in the advanced section? It's really not necessary at all.
Agreed. This seems a little busy and redundant. Cool ideas, but I'm not sure this warrants changing - the current system works fine in my opinion.
- Where's the save/load costume button? I need a save/load costume button please.
^^^ Again, hit and miss from player to player? I had both save and load costume buttons.
Fleet Commander
Caprica's Revenge (...actually active since November 2010, which may one day be important to archaeologists, but not to anyone else...)
The new "classic" HUD variants look a lot better. Not perfect, but on the balance I think it's a little better than the Season 7 look. Some more slimming and transparency would help make it better, but it's playable now without making my eyes suffer, finally.
Also wish Cat would improve other things that's been requested by the community like a pet storage, changes to the accolade page, and with the replicator - seperating it by category so we don't have to fish for commodities.
These things are all great suggestions, but they need to be implemented by the programmers - not me. I can do basic layout changes and art design, but functional updates to the UI need programmers to implement.
I've keep see it being mentioned, so I want to reiterate that the selection of color schemes per character is on our radar, but, again, is contingent on the UI programmer having time to do it.
I've also seen comments about jail positioning (how the rearrange HUD screen works) and how the green boxes don't line up with their elements. This is a known issue and something I intend to tackle soon. My hope is to improve the look of that screen and make it a bit easier to understand/use.
Star Trek Online - Starship Artist, former UI Artist @Cryptic_TTC on Twitter
Can we get a HUD contrast slider? Its hurting my eyes on Tribble!
I'm hoping to do another pass on the brightness of the default color schemes on Tribble, but in the meantime, try out one of the classic color schemes.
You can find them in Options > Basic > Color Schemes. There's Federation Classic, Klingon Classic and Romulan Classic.
Star Trek Online - Starship Artist, former UI Artist @Cryptic_TTC on Twitter
I'm hoping to do another pass on the brightness of the default color schemes on Tribble, but in the meantime, try out one of the classic color schemes.
You can find them in Options > Basic > Color Schemes. There's Federation Classic, Klingon Classic and Romulan Classic.
On the classic themes. are these defaulted per character, or more like the Gorn/Reman/TNG skins where choosing say "Federation Classic" makes it work across all characters rather then Feds getting Fed classic, Romulans getting Rom Classic, etc.?
On the classic themes. are these defaulted per character, or more like the Gorn/Reman/TNG skins where choosing say "Federation Classic" makes it work across all characters rather then Feds getting Fed classic, Romulans getting Rom Classic, etc.?
The classic themes are optional overrides, so they behave just like TNG/Gorn/Reman.
Star Trek Online - Starship Artist, former UI Artist @Cryptic_TTC on Twitter
I've also seen comments about jail positioning (how the rearrange HUD screen works) and how the green boxes don't line up with their elements. This is a known issue and something I intend to tackle soon. My hope is to improve the look of that screen and make it a bit easier to understand/use.
If you use the following command
/genjailunlock 1
You can move the UI/Hud elements while looking at them (not the green boxes). I use this to make precision movements for the HUD elements.
Formerly Known as Protector from June 2008 to June 20, 2012
Please enable us to buy a token with Zen to faction change a 25th Century FED to a TOS FED.
I am glad that there is now the classic view options for the HUD color, those are my favorites. Unfortunately choosing one changes it for all characters on the account and not just a single character. I myself and many others that I have talked to would like to set specific options based on the character.
The new giant buttons are terrible. I am having to expand every window; mail, doff job assignment, status: just to read what most of them say or to get more content viewable at one time. This also goes towards accepting a new mission or collecting rewards from a successful mission, big giant head at the top, little tiny window at the bottom for the information that is actually important.
Would like to see the option on the ground for the Enemy Non-player Characters: show enemy reticle, and also show name, to have the options of always displayed.
A very distracting pop up that can take up half the game window if 2-3 of the bridge officers are chatting at the same time. This chat pop up bubble is also put into the chat log, would like a way to disable or turn off this fly-in/pup-up.
I've also seen comments about jail positioning (how the rearrange HUD screen works) and how the green boxes don't line up with their elements. This is a known issue and something I intend to tackle soon. My hope is to improve the look of that screen and make it a bit easier to understand/use.
On that note, might it be possible to make more UI elements have show/hide functionality? I'd also love to see a minimize option for the "Quest Tracker" element.
Comments
However I think perhaps one of the large contributors to the OP's concern over being 'cartoony' is the font choice.
The fonts in the show's LCARS were far more 'grown-up' and professional in appearance. However they did tend to be vey narrow and in all-caps making them often illegible.
The STO font on tribble is very legible but not particularly trek.
I think there maybe a balance in between that needs to be found.
so i was given an invite for the beta testing i have played to lvl 12 and i have stopped playing (a good thing) i will wait for the holodeck to launch it as i dun wanna spoil anymore of the story i am very happy with the testing i did although only complaint i would make is the first section on the colony i swear i was playing a mmo medieval game lol otherwise i am happy with the layout changes the role play basically everything
(for those who disagree with my opinion dont read it otherwise sux it up)
[System] [ItemReceived] Item acquired: Master Key
[System] [NumericLost] You lost 2 Energy Credits
[System] [AuctionSuccess] You made a purchase successfully!
Naw, keep it. The current iteration of "IFF" is fantastic.
It's pretty much this hard to keep just one timeline intact. ♪
its too busy and looks untidy imho.
maybe it'll be better when i check the classic versions later when i get home,will see.
also the full impulse arrow icon needs a bit of extra shade work,its hard to tell when i'm at full or not.
Now thinking about it, most of my gripes with new UI is that pretty much everything seems to be going a transparent route which is a problem cause I feel like everything tries to blend into the scenery/background. Most of the buttons/information you require are harder to see because of it.
What Cryptic should consider before releasing anything.
Now just let me turn the black parts of the UI transparent and I'll be ecstatic.
[Kluless][Kold][Steel Heels][Snagtooth]
[Louis Cipher][Outta Gum][Thysa Kymbo][Spanner][Frakk]
[D'Mented][D'Licious]
Joined October 2009. READ BEFORE POSTING
my eyes and head hurt :P Some of the buttons are still pixelated for me (at 1920x1200 res,
0.85 scale), but I guess I can live with it.
Joined in March, 2011. Lifer since December, 2011.
1. The custom UI choice is global, not per character.
2. The Away team does not show their abilities, which means I can no longer trigger those abilities manually if I so choose. (I have tried both display options. One has a small black border, the other has nothing)
3. The "team" and "away team" sections are very large, and cover up something either on the ground or in space.
-- If I adjust so that the chat window is not covered in space, then it covers up my character info on the ground.
-- If I adjust so the away team / team section is not covering up my character pane on the ground, it covers up the chat window.
It's interesting that you cited that screenshot in Nemesis as the red shield indicators there in that still were very dim and hard to see.
That said, their LCARS is LCARish. Looking at your LCARS and their LCARS, their power tray is superior, and your Shield weapons, central ship status indicator is superior. It looks a little rough of course, but I really like it. Especially the way the buttons are organized in a circle around the ship and shield indicator, it reminds me of the Conn console. (By the way, what is that graph in the lower right of the central status display?)
Devs I know taking player submissions isn't really your thing, but really look at that, it looks spectacular and is very Star Trek. But in my view everything else in the Tribble UI is fine.
What's the problem? You've managed to incorporate different colours dependent on which faction UI you are using.
Personally I never like change, and I really hated the new UI when it first hit tribble, but the changes that have taken place over the last few week have made the new UI nice. Over time I might like it.
Thanks for your hard work.
I would like the UI scheme to save specific to the characters instead of being account-wide, but I guess that's already being worked on. It's important to note that with the current "build", the "default" UI scheme is not actually based on the faction of the player, but the first faction the player uses. This means that if this doesn't change by LoR launch, players that first log in with Fed toons, will see a Fed UI (or whatever scheme they change it to first) on the next character they log in with, regardless of faction. So hopefully this gets prioritized a little sooner than later.
I do have an issue with the placement and locations of items. The interactive buttons, red alert notification, (regular) notifications. minimap, and mission objective frames are continuous in both space and ground (meaning they have to be in the same location and with the same size in both). I would like to be able to have these items save differently to each type of zone (example: minimap in lower center for space, upper center on ground).
UI sizing within the movable handles is another issue. The biggest example I can think of is with the subsytem power UI element. The actual frame extends far to the left of where the image is, so you can't place it on the left side of the screen without leaving a gap (because you can't move the handle outside the screen). There are other examples (the weapon control UI is another example, with one frame size even though the actual drawn parts change with weapon layout), but I think that one is the most noticeable. The frame handles (green boxes) should be the size of the smallest area the drawn UI can take up, in order to be able to align these elements to any edge of the screen without leaving a gap.
The chat UI is another sore spot for me. Although you can move and resize the chat window anywhere you want, if you minimize it, the button to bring it back up is always in the lower left corner, and unmovable (Example: move the chat window to the upper right corner, minimize it, and see the button in the lower left corner still). This essentially blocks out being able to use that lower left corner for anything else than chat. (or you can, but if you have the chat window active, the button disappears and you have a big hole in the corner now.
Also, the pop-up notifications (the fly-text with the mini-portrait of the NPC speaking): In the old HOLODECK UI, these seem to show up in about the same location as the notification handle. In the new UI, this seems to be controlled separately and pops up on the lower left side of the screen, independent of where I place my notifications.
Is there any way we can get controls to move where these pop-ups show up?
Raptr profile
As I said, it's still a Work in Progress. But yes it was inspired by the canonical LCARs layout.
And the "graph" is the ship power window. Inspired from the Excelsior Transwarp Power screen in Star Trek 3.
Nobody said anything about ornate decorations, cultural symbols, or even alien languages being added to the UI. Just a stylized UI that's similar to the Klingon or Romulan computer screens we saw in Star Trek.
Because Klingon players didn't like having a hand-me-down UI that just was a color difference of the Federation UI. And won't be surprised Romulan players making similar comments a month or two down the road.
The ability to save schemes on a per character basis is simply a must have feature.
You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
- request: (this is more for the code guys) in shooter mode on ground, when you move that skill selector for the mouse up and down, could we change this selector so that it does NOT open the third row of the power tray if you only have 1 or 2 rows open?
I have the 3rd row hidden because there is nothing in there anyway and in shooter mode when i scroll up / down with my mousewheel it always opens that third row, and it is supposed to close that row again after the selector is down in row 1 or 2 again, but it does not always close it either. So sometimes row 3 stays open and i have to close it manually again.
I'm not unhappy with what crypticttc has provided. But I do like the horizontal power tray better. We've seen such gauges in TNG as well. Which only works for the Federation faction. I don't know about RR or KDF though. I'm not sold on the minimap's buttons being moved to lower right though. IMO, that element takes too much space no matter where I might move it. I'm happy with the mini-map in the upper-right. But making that look closer to a Starfleet Tricorder would be interesting. Something more concise like your circular shield element.
Roger that; thanks for the heads up. 'Looking forward to even more content via the voice-overs!
Fleet Commander
Caprica's Revenge
(...actually active since November 2010, which may one day be important to archaeologists, but not to anyone else...)
I thank you, my idea was just merging that weapon window with the shield window. That way it takes away some of the visual clutter, and at the same time it an help out handicaped players move faster between shields and weapons.
I too like the minimap in the upper right. It's the gamer in me that's been use it since old PC games like X-wing and Wing Commander. Not too sure how to improve that except maybe a toolbar drop down.
Also wish Cat would improve other things that's been requested by the community like a pet storage, changes to the accolade page, and with the replicator - seperating it by category so we don't have to fish for commodities.
^^^This is a little weird: I had no problem spinning my Rom; could see the toon from the angles we've always been able to. I wonder if these issues are hitting (or missing) only some?
Agreed. This seems a little busy and redundant. Cool ideas, but I'm not sure this warrants changing - the current system works fine in my opinion.
^^^ Again, hit and miss from player to player? I had both save and load costume buttons.
Fleet Commander
Caprica's Revenge
(...actually active since November 2010, which may one day be important to archaeologists, but not to anyone else...)
These things are all great suggestions, but they need to be implemented by the programmers - not me. I can do basic layout changes and art design, but functional updates to the UI need programmers to implement.
I've keep see it being mentioned, so I want to reiterate that the selection of color schemes per character is on our radar, but, again, is contingent on the UI programmer having time to do it.
I've also seen comments about jail positioning (how the rearrange HUD screen works) and how the green boxes don't line up with their elements. This is a known issue and something I intend to tackle soon. My hope is to improve the look of that screen and make it a bit easier to understand/use.
@Cryptic_TTC on Twitter
I'm hoping to do another pass on the brightness of the default color schemes on Tribble, but in the meantime, try out one of the classic color schemes.
You can find them in Options > Basic > Color Schemes. There's Federation Classic, Klingon Classic and Romulan Classic.
@Cryptic_TTC on Twitter
On the classic themes. are these defaulted per character, or more like the Gorn/Reman/TNG skins where choosing say "Federation Classic" makes it work across all characters rather then Feds getting Fed classic, Romulans getting Rom Classic, etc.?
It would be nice to know what a group of carrier fighters or special pets from various ships are doing.
Things needed are
Status and health screen
(how far away, how much health, what are they doing)
Also some basic control options, similar to fighters would be great for pets like the Aquarius escort or the separated saucer.
The classic themes are optional overrides, so they behave just like TNG/Gorn/Reman.
@Cryptic_TTC on Twitter
If you use the following command
/genjailunlock 1
You can move the UI/Hud elements while looking at them (not the green boxes). I use this to make precision movements for the HUD elements.
Please enable us to buy a token with Zen to faction change a 25th Century FED to a TOS FED.
The new giant buttons are terrible. I am having to expand every window; mail, doff job assignment, status: just to read what most of them say or to get more content viewable at one time. This also goes towards accepting a new mission or collecting rewards from a successful mission, big giant head at the top, little tiny window at the bottom for the information that is actually important.
Would like to see the option on the ground for the Enemy Non-player Characters: show enemy reticle, and also show name, to have the options of always displayed.
A very distracting pop up that can take up half the game window if 2-3 of the bridge officers are chatting at the same time. This chat pop up bubble is also put into the chat log, would like a way to disable or turn off this fly-in/pup-up.
On that note, might it be possible to make more UI elements have show/hide functionality? I'd also love to see a minimize option for the "Quest Tracker" element.