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Put Quirks/Modifiers into separate groups

Open Zesaric opened this issue 8 years ago • 7 comments

I understand the idea behind putting Quirks and Modifiers into the same group but I think separating them would be an improvement.

Why? Quirks are the main pieces of info required to build a good loadout. I.e. it should be easy to see on one glance which type of weapon is encouraged by quirks.

Adding the modifiers from skills and modules bloats up this list, so right now the most important info (weapon quirk) is hidden in between all these values.

Personally, I do not need to see the modifiers from skills and modules at all because I know them. That's why I probably would collapse these groups if they were separate ones. Still, I understand why people might like to see them, so it makes sense to display them somehow.

To sum it up, the suggestion would be to have the following separate groups: Quirks - Skill/Module Modifiers or even Quirks - Skill Modifiers - Module Modifiers

Zesaric avatar Jul 14 '16 11:07 Zesaric

How about different text color for modifiers (green), structure and armor quirks (blue) and weapon quirks (red)? Not a whole lot of work for better readability.

Kmieciu4ever avatar Dec 01 '16 12:12 Kmieciu4ever

I do not want to introduce another colour in the ui for this. The reason being that it goes against information design theory to introduce more different design elements. When all one really wants is a grouping.

On Dec 1, 2016 1:46 PM, "Kmieciu4ever" [email protected] wrote:

How about different text color for modifiers (green), structure and armor quirks (blue) and weapon quirks (red)?

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LiSongMWO avatar Dec 01 '16 22:12 LiSongMWO

I don't think we need another group. I would rather have an option to hide all efficiency modifiers just like I hide structure/armor quirks.

Kmieciu4ever avatar Dec 02 '16 06:12 Kmieciu4ever

PGI has announced on MechCon 2016 that modules and pilot efficiencies (and quirks?) will be going the way of the dodo bird.

With that in mind I will down prioritise this a bit as there is a risk that I will have to redo everything anyway when those changes hit live. I will focus my time on other things for right now. I might still come back and do this if I have time over. For now, I'll put it to the future.

https://mwomercs.com/forums/topic/240718-december-roadmap-and-beyond/ https://www.youtube.com/watch?v=H6tgm_b2yWE

LiSongMWO avatar Dec 08 '16 11:12 LiSongMWO

That's a good decision, I completely agree that this should be approached after the efficiencies revamp.

Zesaric avatar Dec 10 '16 09:12 Zesaric

PGI has done a lot of what Z and K thought up 6 years ago. heh. Colored groupings have made the 'in game' quirk system more readable.

sestrand avatar Aug 30 '22 19:08 sestrand

I don't think that the game files contain a classification of the quirks, or at least I haven't stumbled over one. But even if that's the case, it's not particularly hard to implement in LSML.

It's a matter of creating a function to assign a category based on the combination of "selector" and "specifier" attributes listed here:

https://github.com/lisongmechlab/lsml/blob/2db92da3250e47e8a69dc0d1d4950870e2fda7ae/src/main/java/org/lisoft/lsml/model/modifiers/ModifierDescription.java#L52

Some inspiration or potential reuse can be taken from:

https://github.com/lisongmechlab/lsml/blob/2db92da3250e47e8a69dc0d1d4950870e2fda7ae/src/main/java/org/lisoft/lsml/model/modifiers/AffectsWeaponPredicate.java#L36

LiSongMWO avatar Aug 30 '22 23:08 LiSongMWO