User Interface

From Holdfast: Nations At War
Revision as of 17:23, 12 October 2025 by EXPRI3ST (talk | contribs) (reworked and tided up)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Holdfast: Nations at War User Interface

The User Interface (UI) in Holdfast: Nations at War is designed to provide essential combat information while maintaining an immersive feel, adapting slightly between the Napoleonic Era and the Frontlines Era (World War 1).


1. Core User Interface (UI) Elements

The UI is divided into the main menu system and the in-game Heads-Up Display (HUD).

1.1. Main Menu

The main menu contains the key areas for customization, progression, and server selection:

  • Barracks: Allows players to view and customize their classes, unlock new weapons, and equip cosmetics based on their progression and feats.
  • Regiment Registry: The central hub for joining, creating, or managing a player-run regiment (clan).
  • Server Browser: The primary method for finding and joining game servers, allowing filtering by map, game mode, player count, and era.
  • Settings: Includes options for Graphics, Audio, Game settings (e.g., Melee Sensitivity Type and Auto Bayonet Switch), and all Mouse & Keyboard and Controller keybinds.

1.2. In-Game Heads-Up Display (HUD)

The in-game HUD provides critical information during a round:

Element Description
Health & Ammo Indicators for your character's current health and the status of your weapon (e.g., loaded, reloading, in melee mode).
Objectives Features capture bars for control points and a match countdown timer, updating in real-time as territories are contested.
Score & Reinforcements Displays the team scores and the remaining team reinforcements (lives) for the current round.
Mini Map Shows the player's location, the location of objectives, and the general positions of friendly players.
Kill Feed Located on the screen (typically the top right), it displays who killed whom, the class of the players, and the distance of the kill.
Class Icons Used on the scoreboard, kill feed, and near friendly players to quickly identify their role (e.g., Officer, Line Infantry, Rifleman).
Chat Text communication is available for Round (all players), Team, and class-specific channels (e.g., Officer, Musician).
VoIP Indicator A speaker icon that appears next to a player's name when they are using in-game voice chat (proximity-based).

2. Era-Specific UI and Gameplay Differences

The game features two distinct eras, and the UI adapts to reflect the different weapon sets and gameplay mechanics of each.

Napoleonic Era (Nations at War)

This is the game's core experience, focusing on 19th-century warfare.

  • Weapon UI: Primary weapons are typically single-shot smoothbore muskets and rifles, with a heavy emphasis on the reload process shown on the HUD. The UI often involves the Melee Mode Switch (PC default X) for bayonetted combat.
  • Class/Order UI: Features classes like Line Infantry, Officer, Musician, and Artilleryman. Officers use a dedicated menu (PC default Q) to issue orders and formations to nearby troops, which is displayed visually on the screen.
  • Map/Objective: Objectives often revolve around holding fixed positions or sailing naval vessels.

Frontlines Era (World War 1)

This game mode features more modern 20th-century weaponry.

  • Weapon UI: The UI reflects more capable firearms, like bolt-action rifles, machine guns, and grenades. The reload process is generally faster than Napoleonic Era weapons.
  • Class/Order UI: The class system includes roles like Rifleman and the heavily armored Trench Raider. New Orders and Feats specific to World War 1 combat are available, influencing the visual prompts officers or squad leaders can issue.
  • Map/Objective: Gameplay is often centered on trench warfare and extended capture zones, which are represented by additional flags or distinct visuals on the map/objective UI.