New interface schemes look like a huge improvement! I'm really digging the LCARS mimic.
However, the biggest issue with active-play UI is it not being in a good layout for "heads up". I find myself looking almost constantly at my power bar, watching for the next cool-down to finish up. While the better contrast will certainly help with identifying those powers faster, I almost want something completely new and off-the-wall.
As a UI designer/developer, I know the time and effort it can take to rebuild an entire interface. But consider something more "heads-uppy", such as icons arrangeable in an arc or circle around the center of the screen, mostly opaque, that "light up" when off cool-down.
I'm sure you can come up with great ideas on your own, there's obviously been a LOT of improvement in the game, especially recently. Even if you cannot get a completely new UI layout implemented before the "big release", I implore you to explore this avenue in the near future. An interface that allowed us to keep more eyes on the AMAZING world you've created while playing would definitely improve the overall experience!
(if you like, I would be more than happy to mock up some UI ideas)
i have played this on tribble and it was awesome to finally get away from the pure blue color of the fed lighting with the TNG layout it is awesome =) i also like the fact that the UI changes to a pulsing red whenever combat starts it is soo cool =D my hats off to cryptic for A making the UI even better than before and B for making it have less of a footprint than before now i can crank up what settings i do have down for processing reasons =)
Anyway we can get the sets of Vertical or Horzontal bars to lie both horizontally or vertically? ie in same direction for both set of bars? right now my hotbars are =||. I'd prefer if they were all facing the same way: ||||
Formerly known as Protector from June 2008 to June 20, 2012
If the KDF can get a Fleet D7 (That can be upgraded to a T5-U), the Feds should have a Fleet Exeter.
Players: "We want more content! Please, give us more story!!"
Most of the story parts of this game are the complete opposite of content. Since this game doesn't really have text trees that branch out as you make decisions, defining all those walls of nothing as content is stretching reality awfully far, unless we've time warped back to the 1990's.
"We are smart." - Grebnedlog
Member of Alliance Central Command/boq botlhra'ghom