Monday, November 5, 2012

Ninjering 102: The UI


Ninjering 102 is not about how to probe mission runners, how to d-scan or how to fit a hilaricane. That would be 101. 102 is about some of the finer tricks of the trade. This one's about the UI and how to set it up for ninja work.


Make it easy

In September I wrote a post on setting up the Overview. The objective there was simple: to make life easier on yourself by sorting information in a sensible manner. It is a good idea to do the same for your user interface (UI). The UI is basically all the stuff on your screen – the various windows and displays that provide you with information and allow you to interact with your ship and your environment.

Before you read on, I invite you to check out this excellent article by PVP virtuoso Azual Skoll. His thinking on screen layouts is sensible and you'll see that I've shamelessly copied many of his ideas. That's why he put them on his blog, after all! Of course, for ninja work there are a few things you'll probably want to do differently. I'll outline my own UI setup according to a pretty picture.

My UI setup


Yes, that's the same screenshot I used in the Overview article. It works because it has pretty much everything active. Let's go over it by the numbers.

  1. Local Chat. Local is an invaluable intel tool. It allows me to quickly check if my target has any corpmates in system by setting his corp to an alternative standing. This will cause any pilots in that corp to light up in a different color. I have also set known “white knights” and ninja hunters to a separate standing so I know if I need to look over my shoulder for them. I've set the list to names only and the font to fairly small. I don't talk in local but I do like to see the ubiquitous tears in there.
  2. Other chats. Should be fairly self-explanatory.
  3. People & Places and Scanner. I'm quite happy with these two being tabbed in the same window. Obviously I interact with the scanner a lot, both when probing down mission runners and for D-scanning while in or near a mission. I also use People & Places a lot for setting standings and making spot safes. But I never need to use them simultaneously.
  4. Cargo and Drones. For looting purposes, I have activated the option to open every new container in a new window. By doing so I can keep my ship's cargo window small but easily accessible. When I'm in a ship with drones, I also have the Drones window tabbed here. This keeps the interaction close to the ship's HUD where my cursor spends most of its time.
  5. The ship's HUD. With passive modules not displayed, and shield/armor/hull percentages shown. These options can be accessed by right-clicking the little four-bar icon to the bottom right. Come Retribution, you'll also find your safety setting here, which should be at “Partial.”
  6. Locked targets. They're a bit of a pain to move around – you need to have something locked and then fidget about until you find a little crosshair to the bottom-left. You can drag this to move your locked items around. I put them above the HUD modules with enough clearance for EWAR effect icons (points, webs, neuts etc.) to show up.
  7. Selected Item. This window goes just above the locked targets. This keeps the targets, mods (from the HUD) and various commands from the Selected Item window very close together for quick mouse cursor transit.
  8. Overview. The Overview needs a fair bit of space because, especially when looting and salvaging, there can be quite a bit of stuff on there. I've elected to not take it entirely to the top of the screen though. In combat, the Overview will be notably less filled up and I don't want hostile ships or drones to be all bunched up in the top-right of the screen while my main action items are at the bottom.
  9. Fleet window and Watchlist. This is a screen I don't interact with very much, but when I do it's mostly because a fellow ninja needs remote repairs. I therefore keep this window open at all times. The last thing a ninja wants is for his RR to be late because the pilot was looking for the fleet window...


Up to you

And there you have it. As with the Overview, personal preference will factor in to how you set up your UI just as much as occupational needs. How your UI works best for you is ultimately up to you. But I would encourage you to take some time to really sit down and think about how you can make the UI as user friendly as you can. Don't just grit your teeth if some ergonomic nightmare is costing you precious seconds in combat – fix it!

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