I’m very happy this works for you, and good for you to have the ability to recognise a slight distinction between blue and teal.
Unfortunately, the game UI needs to work for as many people as possible, which includes people like me who can’t distinguish the two icons in the heat of a spaceship battle. It also creates an artificial hurdle for newer players who are just learning the mechanics.
Also, it’s great that you’re explaining how the information can be otherwise acquired through the UI, but nothing from either of the 2 reply posts diminishes the UX bug in any way. Again:
When a MWD indicates itself as runnable even though you are scrammed, and the user (player) clicks on it repeatedly and nothing happens, that’s a strong UX (user experience) bug and needs to be fixed as such.
UX is a well-defined field of engineering with good tenets and rules. For example, you should never move the mouse pointer from the application side, because the user not only expects to have control over their mouse and the pointer to follow, but they also frequently have their eyes centered on the pointer and will be momentarily confused if the application jumps the cursor to another location.
This is very much the same. As an user, you are interacting with the application in a specific way; you’re trying to click a button that is indicating itself as ready to be clicked. Your eyes are likely centered on the button (even if only for a fraction of a second) and you expect it to light up with the green halo that the application has taught you it provides as feedback.
It does not matter in the slightest bit that there are other locations on the screen that provide information on why it’s not working. The user experience is:
- see button indicating MWD can be enabled
- click button or Fn
- continue spaceship fighting
- notice MWD isn’t on
- click button again
- wait for green halo
- click button again
- check warp scrambling icon
- notice warp scrambler
- die
Which again brings me full circle to the original statement: When a MWD indicates itself as runnable even though you are scrammed, and the user (player) clicks on it repeatedly and nothing happens, that’s a strong UX (user experience) bug and needs to be fixed as such.
And, as said there as well, you don’t make the game “harder” or raise the “skill cap” by creating a bad UI. The game becomes challenging and fun by creating interesting and enjoyable spaceship fights, not by annoying the user with nonresponsive UI.
Compare this with how ECM works. You get the icon as well, this tells you there is an ECM attempt. If the ECM is successful, your locked targets in the target list/bar disappear. This is clear and direct feedback in the exact place that you look for your targeting, there is no chance of confusion whether you lost your target locks.
Imagine your targets instead stayed on the list, but your weapon modules would just deactivate and you couldn’t activate them anymore. That would be closely analog to the current MWD UI, and it’d be horribly annoying, would it not?
-equi