What do you think makes a good interface? Are there any notable examples of really good interfaces in games you've played? I'd like to know what you think about interfaces and how they best work for you.
I was thinking something along the same lines, hotkeys are so much smoother than only clicking but both should be an option! Personally I don't think every option needs its own key because that can be cumbersome if there are lots of options. Will all NPCs have identical menus? If there are variations something simple like Tab to cycle through the options, Space to select/accept and Esc to go back may be more elegant.
Bonus points if all the various options the poster above suggested are optional keybindings the user can select if they want a hotkey for a particular submenu!
Well yeah. I wasn't saying to force those features on anyone. Having options is always nice though. Hell, I started playing an RTS about a week ago and when going through the keybindings I thought "I am never going to use even half of these." I think I left most of them unbound. But then, I'm not that hip to that genre of games anymore. I'm sure RTS nuts make use of those commands like crazy.
I like the tab cycle idea for default. Maybe others could then go into the keybindings and assign keys for specific windows.
So far as colonists go, I'd really like to see more finely-tuned squad AI. Being able to tell squad members to stay in a particular formation would be nice, so there can be people up front with shotguns and people in the back with sniper rifles or something. Another good feature would be getting NPCs to move to a position and hold, be it waiting for targets to fire on or whatever.
On top of all this, keyboard shortcuts for squad-wide override commands would be helpful, including but not limited to:
Cease/Hold Fire (to prevent aggroing enemies)
Hold Position (lets you wander off or scout ahead)
Rally to me (gets everyone to come to your position)
These commands would be toggled, so turning them "off" would cause each squad member to resume their previous behavior. As such, it would also be good to have symbols appear on screen when one of these is active. Might also be good to have an option for individual colonists to be set to ignore certain overrides just for added complexity and options.