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Iron Wolf Saber
Den of Swords
11115
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Posted - 2013.12.09 09:42:00 -
[1] - Quote
Streaming Status =Live Scheduled to end in 45 minutes=
I'll let you guys in on this since I think it needs to be shared as well as well collaborated a bit as well, no you don't get to edit it, you can contribute if you got some good photoshop skills maybe. And Dust 514 forums are a bit limiting so keeping it neat and tidy through google documents.
Chat here http://www.coldfront.net/tiramisu/
Via Google Documents
A.The Beginning
A.1 Welcome screen to ingame
A.2 NPE Tutorial =Live= [url=https://docs.google.com/document/d/1_NUZtOT8GgwPlpedB8UiHfLaZksXlozAHQJXjTaxSeA/edit
A.3 Established Player Flow into the game from Welcome screen.
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Iron Wolf Saber
Den of Swords
11115
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Posted - 2013.12.09 09:42:00 -
[2] - Quote
Reserved
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Iron Wolf Saber
Den of Swords
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Posted - 2013.12.09 09:43:00 -
[3] - Quote
Reserved
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Iron Wolf Saber
Den of Swords
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Posted - 2013.12.09 10:01:00 -
[4] - Quote
Fixed.
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Iron Wolf Saber
Den of Swords
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Posted - 2013.12.09 10:46:00 -
[5] - Quote
Today's Stream over, change of subject on the next days stream (unscheduled atm) Tune in next time for combat tutorial.
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Iron Wolf Saber
Den of Swords
11117
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Posted - 2013.12.09 11:56:00 -
[6] - Quote
fragmentedhackslash wrote:refer to Templar One?
Male Dropsuit could be that guy that survived the ordeal.
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Iron Wolf Saber
Den of Swords
11120
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Posted - 2013.12.09 19:26:00 -
[7] - Quote
Now that I got some breakfast going live in a short bit.
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Iron Wolf Saber
Den of Swords
11123
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Posted - 2013.12.09 21:29:00 -
[8] - Quote
Stream Over. Tune in next time.
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Iron Wolf Saber
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Posted - 2013.12.09 22:25:00 -
[9] - Quote
Updated Permissions anyone viewing can now comment on the documents.
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Iron Wolf Saber
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11130
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Posted - 2013.12.10 02:44:00 -
[10] - Quote
Updated A.1's character selection window check it out.
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Iron Wolf Saber
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11132
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Posted - 2013.12.10 04:33:00 -
[11] - Quote
Screw it, I am supposed to be studying for my statistics final but my head hurts form that alone, Streaming in a short bit.
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Iron Wolf Saber
Den of Swords
11133
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Posted - 2013.12.10 08:25:00 -
[12] - Quote
Stream Over for the night. Need to go back and up the graphics thanks to some overspent time on two characters ><.
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Iron Wolf Saber
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Posted - 2013.12.12 20:18:00 -
[13] - Quote
I plan on streaming later today. Probably in 2-3 hours.
Next subject will be living quarters an upgrade to your mercenary quarters.
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Iron Wolf Saber
Den of Swords
11228
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Posted - 2013.12.12 22:08:00 -
[14] - Quote
I am now live https://docs.google.com/document/d/1CLDHJzI9LxIEGJSiaxnZRIftcm41CF7U9ElM6dlQmHg/edit?usp=sharing
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Iron Wolf Saber
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Posted - 2013.12.12 22:35:00 -
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Stream over thanks for watching. I'll see about designing the other race's rooms.
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Iron Wolf Saber
Den of Swords
11233
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Posted - 2013.12.13 02:44:00 -
[16] - Quote
howard sanchez wrote:Holy crap, IWS! That's a lot of work you've put forth on this project. I hope you get what you are after.
even a small percent of it would do, I have plenty more planned.
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Iron Wolf Saber
Den of Swords
11341
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Posted - 2013.12.20 14:28:00 -
[17] - Quote
Sorry for lack of activity, enjoying my winter break.
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Iron Wolf Saber
Den of Swords
11349
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Posted - 2013.12.20 22:30:00 -
[18] - Quote
Going live a short bit got a small amount of a headache so not going to do the next subject but instead redesign the tree.
also adding a new section calling it reference since there this thing will be out of order and well applies everywhere to the game.
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Iron Wolf Saber
Den of Swords
11352
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Posted - 2013.12.21 00:10:00 -
[19] - Quote
@Godin
Sorry for not explaining stuff yet
Scouts are counter cloakers and hunters so +damage +speed +signatures strength +traditional stealth at the cost costs of slots and health from light suits
Recon are cloakers they only get bonuses to the cloak fitting and cloak use. Fitting wise they also have the advantage of multiple equipment slots but in comparison to the scout their damage output, speed and defenses are not as good.
Any suit can fit a cloak just the recons are best at it and will not have to fit fitting modules or unfit or downgrade modules to shove it on.
I should probably rename the grenadier shock troop or something. Medium suit that gives up and equipment slot for a second grenade slot and has stronger buffer tank but weaker recovery tank and no offensive bonuses.
Assaults will have a mix of attack and defense bonus and focus on recovery as a form of tanking.
Hardsuits are going to be tech 3 suits for dust 514, they cannot be traditionally deployed so getting them to the field is going to be a bit troublesome and highly preventable. I haven't gotten to that section yet.
As for MTACs the more I thought about it the more I thought they should be oversized infantry. Similar to the hardsuits they're not going to be easy to deploy . They are susceptible to AV and most heavier vehicles. What MTACs have over any other suit is mobility and firepower. They can climb walls as if they're ladders, have jump jets that allows them to jump over great distances or burn low to the ground to grind to the next safe spot of cover or get into the and can fit in more places than a LAV wouldn't dare try. To make them feel like oversized infantry MTACs could get powerful HP bonuses with plates and extenders and allow them to use the rest of the infantry modules including 'multiple' weapons. Although some modules would be better off being specific MTAC only modules such as jump jet cooling. Another case fitting Melee weapons gives the MTAC a unique melee weapon instead for example Nova Knifes gives them a Nova Sword a weapon they can potentially stab a tank to death with.
Overlords are MTACs with heavy weapon slots as opposed to standard Light weapons so it could go toe to toe to a tank but a railgun shot would likely split an MTAC in half, they're slower and have better forward defenses but weaker back defenses.
Bastions are slower moving MTACs but they have the ability to equip deployable equipment and basically use them passively. For example equipping a drop uplink turns the bastion into a MCRU. A bubble generator makes them a mobile bunker. This reduces the number of guns they have equipped overall (ergo lower damage by half overall instead of 4 ARs its 2)
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Iron Wolf Saber
Den of Swords
11352
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Posted - 2013.12.21 01:34:00 -
[20] - Quote
Roger Cordill wrote:message from Godin: Ah, I see. So, 3 things:
1: Shouldn't the recon and scout be 1 and the same? I mean it seems more logical for it to be that way. You can have a more EWAR oriented suit and give up on combat ability, or you can have a more combat oriented suit and give up on EWAR. Seems like a better option than now, as if this happens, all the Scouts would use the Recon and we would have a Logi is better at assault pt. 2. Only this time, there's no real good ideas on how to fix it.
2: What do you mean on it being hard for them to get to the battlefield?
3: What are you streaming, and where?
@Godin
I don't want to make the same mistake of eve of having cloaks introduced with no counter play (as in if someone cloaked in your system there is nothing you can do to find him.)
While shooters are less prone to this symptom it can get rather annoying.
Top this off with the new EWAR thinking I have planned think of the scout as your ewar frigate, your recon as a covert ops frigate
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Iron Wolf Saber
Den of Swords
11354
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Posted - 2013.12.21 06:33:00 -
[21] - Quote
Maken Tosch wrote:God damn, you really put some thought into this.
Skill tree is taking me far longer than I thought it would :( Dammit Godin some buggering me over everything not yet explained.
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Iron Wolf Saber
Den of Swords
11354
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Posted - 2013.12.21 07:17:00 -
[22] - Quote
Well going offline the skill tree was exhausting work. Til next time, I am thinking about doing all the offices in the racial styles described.
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Iron Wolf Saber
Den of Swords
11357
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Posted - 2013.12.21 16:53:00 -
[23] - Quote
Auris Lionesse wrote:On living spaces I lost interest when it said cosmetic customization and premium conten together. Why can't it have a color selector for certain parts of the suit like plating, underarmor, joints, eyes, etc. Would much rather pay 'x'isk to make a permanent paintjob for said fitting.
If open roam is ever to be a mode players could potentially gain most of the decorations buyable but it should be a pain in the posterior to do so.
Otherwise the station owners are not going to move your suite to a gantry or window room for free and would rather give you the generic room below decks until you can prove otherwise your worth.
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Iron Wolf Saber
Den of Swords
11360
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Posted - 2013.12.21 21:26:00 -
[24] - Quote
Nazz'Dragg wrote:Iron Wolf Saber wrote:Auris Lionesse wrote:On living spaces I lost interest when it said cosmetic customization and premium conten together. Why can't it have a color selector for certain parts of the suit like plating, underarmor, joints, eyes, etc. Would much rather pay 'x'isk to make a permanent paintjob for said fitting. If open roam is ever to be a mode players could potentially gain most of the decorations buyable but it should be a pain in the posterior to do so. Otherwise the station owners are not going to move your suite to a gantry or window room for free and would rather give you the generic room below decks until you can prove otherwise your worth. LP stores are going to be the source for most of these purchases that change the major cosmetics of the room. While in game actions efforts trails are going to source the rest of the 'achievement' type decorations such as being a botanist on the field in open roam allows a player to add samples to the terrarium. Can we get a row of shrunken Amarrian heads as a premium vanity decoration? So when I walk through my quarter, I can feel like I'm doing a service to the Minmatar Republic.
Frozen people in carbonite?
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Iron Wolf Saber
Den of Swords
11370
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Posted - 2013.12.22 06:07:00 -
[25] - Quote
Auris Lionesse wrote:Iron Wolf Saber wrote:Auris Lionesse wrote:On living spaces I lost interest when it said cosmetic customization and premium conten together. Why can't it have a color selector for certain parts of the suit like plating, underarmor, joints, eyes, etc. Would much rather pay 'x'isk to make a permanent paintjob for said fitting. If open roam is ever to be a mode players could potentially gain most of the decorations buyable but it should be a pain in the posterior to do so. Otherwise the station owners are not going to move your suite to a gantry or window room for free and would rather give you the generic room below decks until you can prove otherwise your worth. LP stores are going to be the source for most of these purchases that change the major cosmetics of the room. While in game actions efforts trails are going to source the rest of the 'achievement' type decorations such as being a botanist on the field in open roam allows a player to add samples to the terrarium. As long as it's not aurum for different colored suits.
I was thinking more along the lines of a default pallet in good color selection but patterns and additional color sets to not be as widely available but all sellable on the market at least.
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Iron Wolf Saber
Den of Swords
11388
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Posted - 2013.12.24 02:07:00 -
[26] - Quote
Sorry been working on this and not been doing any streams yet. Also still thinking about how to proceede and how I probably need to go back and just redo the entire thing. However as more and more I move along I know what section B will be about now. The entire neocom.
Anyways making more reference sheets for myself so I can keep things consistent on my end.
Technology Tree Enjoy what I got done so far.
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Iron Wolf Saber
Den of Swords
11442
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Posted - 2013.12.27 12:40:00 -
[27] - Quote
Well didn't stream this one so no pictures sorry
So the newest section academy days.
https://docs.google.com/document/d/1ZZzBtpNaMFjVXEBjBlGevpssAggrojbtmOxpTdxVdv0/edit?usp=sharing
and Ill go out and finishing filling out the tech tree I guess.
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Iron Wolf Saber
Den of Swords
11442
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Posted - 2013.12.27 14:04:00 -
[28] - Quote
BAH ><
Google Documents has updated their excel sheet to go beyond column AB. Give me a moment while I redo the tech tree AGAIN ><.
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Iron Wolf Saber
Den of Swords
11448
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Posted - 2013.12.27 23:29:00 -
[29] - Quote
Okay Fixed the Trees best I could, realized I am going to need a new section in reference called inventory that has the descriptors for the new and old items so stay tuned for that. For now going to bed
https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdDdKYjRQT193VDlfbFM5b0FwdlB5Ymc&amp;usp=drive_web#gid=4
Also looking for names of stuff.
Remember as far as dust is concerned,
Gallente = Greek and Babylonian Mythos Caldari = Weapons Amarr = Holy Minmatar = Predatory or Dangerous Animals.
Also am willing to listen to better weapon name ideas as well for all classes already previewed, Ill get to adding minmatar and caldari soon as all the tree layouts are the same.
Drop Suit upgrades, vehicle upgrades, weapon and turret skills are still on my todo list.
https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdHVUUjVmdUxKWThHYmczWTBYWGtGQWc&usp=drive_web#gid=5
Skills sheet that applies to the tech tree.
Take note I have committed teiricide on both vehicles and suits.
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Iron Wolf Saber
Den of Swords
11475
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Posted - 2013.12.29 17:04:00 -
[30] - Quote
Streaming Live Now
Gallente Office
http://www.twitch.tv/ironwolfsaber
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Iron Wolf Saber
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Posted - 2013.12.29 18:29:00 -
[31] - Quote
Stream over end result here
http://fc04.deviantart.net/fs70/f/2013/363/0/5/gallente_office_by_novafox-d6zvzwk.jpg
Will be added to living spaces as an example.
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Iron Wolf Saber
Den of Swords
11478
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Posted - 2013.12.29 20:05:00 -
[32] - Quote
Terry Webber wrote:You have a bunch of great ideas, Iron Wolf! I'm making some notes on your proposed changes that I will post here. There is one thing I can point out now though: Why did you make a skill and tech tree when the skill tree is enough? Did you make the tech tree to show the stats of the dropsuits, weapons, etc?
Visual Reference where everything fits. So far it has been useful in correcting the skill tree and the skill tree helping correct the tech tree.
This becomes more apparent if you look at the module tree for suit upgrades.
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Iron Wolf Saber
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Posted - 2013.12.30 10:13:00 -
[33] - Quote
Setting up Stream soon as I am able Ill start.
http://www.twitch.tv/ironwolfsaber
Today will be the Caldari Office.
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Iron Wolf Saber
Den of Swords
11481
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Posted - 2013.12.30 11:36:00 -
[34] - Quote
Stream over if you missed it here is the final result will update living spaces with this.
http://novafox.deviantart.com/art/Caldari-Office-423262999?ga_submit_new=10%253A1388403271
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Iron Wolf Saber
Den of Swords
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Posted - 2013.12.30 16:56:00 -
[35] - Quote
Going Live, Today it will be the minmatar office.
http://www.twitch.tv/ironwolfsaber
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Iron Wolf Saber
Den of Swords
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Posted - 2013.12.30 18:37:00 -
[36] - Quote
Stream Over
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Iron Wolf Saber
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11485
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Posted - 2013.12.31 11:22:00 -
[37] - Quote
Going Live
Todays Subject
Amarr Office
http://www.twitch.tv/ironwolfsaber
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Iron Wolf Saber
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Posted - 2013.12.31 14:34:00 -
[38] - Quote
Thanks for watching todays stream in case you missed it the final result
http://fc01.deviantart.net/fs70/f/2013/365/5/e/amarr_office_by_novafox-d705zn3.jpg
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Iron Wolf Saber
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11640
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Posted - 2014.01.07 06:46:00 -
[39] - Quote
=Online= https://docs.google.com/document/d/1SxjPYwpxmgdmwjNzIqZ_wlzXFGjB8nfqazyVqCU0ltM/edit?usp=sharing https://docs.google.com/document/d/1nRwBPyci4bjam5YDZCVJ2Q1BhEdDOkz0V19vZdqVFrY/edit# http://www.coldfront.net/tiramisu/
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Iron Wolf Saber
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Posted - 2014.01.07 08:53:00 -
[40] - Quote
Well going offline for the night getting tired.
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Iron Wolf Saber
Den of Swords
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Posted - 2014.01.12 08:21:00 -
[41] - Quote
Done
https://docs.google.com/document/d/1nRwBPyci4bjam5YDZCVJ2Q1BhEdDOkz0V19vZdqVFrY/edit?usp=sharing
For now.
Onto other things!
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Iron Wolf Saber
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Posted - 2014.01.14 23:32:00 -
[42] - Quote
Gemini Reynolds wrote:Why is this buried?!
Probably because its too epic
jk
probably the TL;DR factor
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Iron Wolf Saber
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Posted - 2014.01.20 06:51:00 -
[43] - Quote
Terry Webber wrote:Any new stuff you're working on, Iron Wolf?
Not yet just been busy with cpm stuff and real life stuff, just paid for my tuition this semester
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Iron Wolf Saber
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Posted - 2014.01.24 16:45:00 -
[44] - Quote
Blah, thanks to some twitter poster, this is now on CCP's radar... Now I have to work twice as hard on it. Thanks alot guys <^-^> ... hmm cant do grumpy wolf here that easily...
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Iron Wolf Saber
Den of Swords
12634
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Posted - 2014.01.26 17:59:00 -
[45] - Quote
being a bit scattered today but work on the next document has begun.
https://docs.google.com/document/d/1VEXecdgmCJUzkFoD9vR3Fox_Zy0-ih35B4cGKBa63Vo/edit#
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Iron Wolf Saber
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Posted - 2014.01.30 19:06:00 -
[46] - Quote
Going to try to wrap up social today. Then finish the caldari soldier concept maybe do the others and some more drones.
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Iron Wolf Saber
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12830
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Posted - 2014.02.01 05:19:00 -
[47] - Quote
Now Offline for those of you who missed it the result of the last stream.
http://fc07.deviantart.net/fs70/f/2014/031/d/0/caldari_mortal_soldier_by_novafox-d74la51.jpg
Enjoy. will be updating the tutorial to reflect the new design.
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Iron Wolf Saber
Den of Swords
12833
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Posted - 2014.02.01 20:29:00 -
[48] - Quote
Ronan Elsword wrote:Looks good so far although I think the Tutorial should be based on what race you chose, and the person instructing you should be a cloned soldier that's just called Commander, Sir, something along those lines in the race you chose.
The academy missions has a chance to be racially specced instead. The idea is to drive home the notion that there are many nations and calling but you're free to wander and dont have to stick to one place.
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Iron Wolf Saber
Den of Swords
12836
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Posted - 2014.02.01 23:29:00 -
[49] - Quote
Meee One wrote:This might sound kinda dumb..... But when it's completed will vets have the chance to use it?(tutorial) Even though i have been playing for a little while...i would like to. More emersion and all that jazz.
You can re run the tutorial segments as often as you like without rewards unless updated.
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Iron Wolf Saber
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Posted - 2014.02.01 23:30:00 -
[50] - Quote
Terry Webber wrote:Iron Wolf Saber wrote:Ronan Elsword wrote:Looks good so far although I think the Tutorial should be based on what race you chose, and the person instructing you should be a cloned soldier that's just called Commander, Sir, something along those lines in the race you chose. The academy missions has a chance to be racially specced instead. The idea is to drive home the notion that there are many nations and calling but you're free to wander and dont have to stick to one place. You make a good point but how does that explain the racial NPC corporations new players currently start in?
As the intro mission npc explains, hes a contracted mercenary there to convert your mortal self into an immortal soldier. This is done to help reduce voice costs and the like. The academy missions hand you back over to your empires where voice acting is not needed nor scripted AI.
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Iron Wolf Saber
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12838
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Posted - 2014.02.02 02:15:00 -
[51] - Quote
J-Lewis wrote:Iron Wolf Saber wrote:Terry Webber wrote:Iron Wolf Saber wrote:Ronan Elsword wrote:Looks good so far although I think the Tutorial should be based on what race you chose, and the person instructing you should be a cloned soldier that's just called Commander, Sir, something along those lines in the race you chose. The academy missions has a chance to be racially specced instead. The idea is to drive home the notion that there are many nations and calling but you're free to wander and dont have to stick to one place. You make a good point but how does that explain the racial NPC corporations new players currently start in? As the intro mission npc explains, hes a contracted mercenary there to convert your mortal self into an immortal soldier. This is done to help reduce voice costs and the like. The academy missions hand you back over to your empires where voice acting is not needed nor scripted AI. Aye, that would be the less costly option to develop. But to be honest, you can't deny that it WOULD be ideal to have racial variations for these tutorials; it just provides so much more immersion to a new player. It makes a bit more "new player sense" to go from creating an Amarr avatar to doing a mission under Amarrian supervisors in an Amarrian dropship, because that's what you picked... CCP is technically a AAA development studio (Dust was marketed as a AAA F2P shooter ). But, having said that, with what I've seen CCP put on the table since beta? Yeah no, that's not going to happen. Not anytime soon. With those depressing facts taken into consideration, it makes complete sense to just focus on one well crafted tutorial. But in that case all the races should be represented instead of just the Caldari, at least in terms of infantry (did I read something about using other new players as actors in the opening sequence with the craft flying you to the battle? If so, kudos; that would be good use of instancing). Again, this (your ideas) all looks great on paper. I just wish it was actually happening right now...
Of course, there can be an advanced tutorial that actually teaches combat mantras of the empires as well post npe period. remember this is for the first 5 minutes. Empire difference is like something you want to hammer into the players a week after.
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Posted - 2014.02.02 07:29:00 -
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Ghost Kaisar wrote:Skill Tree 2.0 looks fantastic. I'm loving how this will look in the future (if it will be somewhat like this). eWar seems more prevalent (those skills in Electronics look mouth watering. It seems like we will have ways of reducing module effectiveness on suits in combat. Be a great way to stunt armor regen, or even slow down a speed scout.) I like how module skills can decrease their fitting cost. Biotics especially (15PG for a complex Kincat FFS). Also, having Shield modules reduce the CPU required and Armor reduce the PG required seems like a good move as well since Shield suits typically have higher CPU and Armor suits typically have higher PG. This might allow some dual tanking (which isn't bad necessarily), but I have a feeling that shield hardeners and armor hardeners will negate this (Making it a better move to buff your main tank rather than dual tank) I see the shield repair tools. I really hope this is where we are headed. I see a HUGE amount of diversity in this thing. And I want Dust to have an EXTREMELY Diverse battlefield. Decoy and Jamming equipment? My scout is in love! Jetpacks and Grappling hooks? Okay, I'll stop here. This all looks great, and I really hope that this will all be down the road in the next few years. But it does look like we are headed in the right direction. If 1.8 becomes as good as it's hyped to be, I'll take the $60 I have saved up for Destiny and buy some AUR. You guys will have earned it
That's just a first pass I haven't done any deep level thinking and philosophy with the skills.
Of course this all ideas and there is no guarantee any of this will make it in.
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Posted - 2014.02.02 16:45:00 -
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Well here is my initial thoughts on the arrangement of the skills.
Near the start or base of the tree you will have what you will be calling your core skills. Skills that translates into higher game play on base stats alone.
This facilitates a few things.
Empowers newer players to be more effective in areas they feel is lacking if they're reactive trainers (lack of hp, lack of damage application, lack of fitting, lack of speed ect ect)
As the tree grows the skills begin to shift from a broad spectrum of built in stats to specific performances of the character then finally shifting into broad spectrum of modules before continuously narrowing down until only a very specific type of module or weapon benefits.
The bonuses themselves need to be from most pronounced to least pronounced. For example its okay for an HP+ skill to be near the start but HP+ on shield extenders is not an 'end-game' skill.
The power gains at 'end-game' are also marginal; the idea is to not make the peak so far well and beyond a new players 'influence' (IE I have max skills = newb immunity) and this is where handing out bonuses out like candy can and WILL get problematic.
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Posted - 2014.02.05 08:54:00 -
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True Adamance wrote:I see so much Imperial Guardsman 40k in that...love the pic IWS
Hmm I didn't realize it.
Anyways as for the skills and the sorts, I know why the range bonus was removed was because at max level the gun would have immunity to a newbie and was making for poor gameplay similar to how proto stomping works. It is still possible to see the mechanic return though not for most weapons (swarm launcher being the only one right now knowing that bumping its range works okay still) but in the form of increasing the optimal slice.
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Posted - 2014.02.05 16:51:00 -
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Ensar Cael wrote:Is there any possibility that you could think on limiting the number of times you can change class at the supply depot? It seem odd to me that you have limited clones that don't replenish, yet you can alter you clone class as much as you like.
Surely changing class means you have to change clone to accommodate that? I say this because so many times you see people just swapping class as they go. If this game is to be more tactical, it makes more sense that people should be limited in the number of changes they can make. That or it should affect the overall clone count as one clone is sacrificed for another. Further, if you are changing class, you should lose the fit you had just as if you had died.
I can see this getting flamed at hard, but I really do feel it would add more to the game overall.
Edit - Saying that, if you die then you can change class before respawn.
Supply depots will behave like hives, they have ninite clusters that will drain out as they're being used and they cycle them back slowly it would be possible to drain them out doin too many class swapping or using it as an ammo point. Damaging the supply depot itself would also drain the clusters quickly because it will use the clusters to self heal.
But I am not to the battlefield section yet. So hold your horses a bit as I grind through the borning things.
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Posted - 2014.02.05 21:43:00 -
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J-Lewis wrote:Iron Wolf Saber wrote: Anyways as for the skills and the sorts, I know why the range bonus was removed was because at max level the gun would have immunity to a newbie and was making for poor gameplay similar to how proto stomping works. It is still possible to see the mechanic return though not for most weapons (swarm launcher being the only one right now knowing that bumping its range works okay still) but in the form of increasing the optimal slice.
I'd argue that the poor gameplay was having to run towards one another until one side finally gets into range, not that one side had a range advantage to begin with; that last part still happens now, just with rail rifles and snipers. The act of having to abandon cover to close a few meters so your bullets didn't magically disappear was the real issue. The maps seemed to relish in abusing this: remember the roof parts of those warehouse junctions? An AR without sharpshooter could not reach the roof without moving right up to it, but a maxed sharpshooter just barely could, and from much safer cover without as much return fire. The range skills only exasperated the underlying issue: that weapons in DUST have amazingly poor range across the board to begin with. That issue was alleviated with the advent of effective range, and as a result there is much less range immunity these days. Hence little reason not to reintroduce an important alternative to damage modules.
This can be addressed with better designs (for give them similar max ranges (which they do closer) and adjust where their optimals are(max damage) just right now the gaps are very drastic on purpose because there are not enough entries in the necessary engagement envelopes. It something more guns will help fix or variants and customization.
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Posted - 2014.02.06 02:21:00 -
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J-Lewis wrote:Iron Wolf Saber wrote:J-Lewis wrote:Iron Wolf Saber wrote: Anyways as for the skills and the sorts, I know why the range bonus was removed was because at max level the gun would have immunity to a newbie and was making for poor gameplay similar to how proto stomping works. It is still possible to see the mechanic return though not for most weapons (swarm launcher being the only one right now knowing that bumping its range works okay still) but in the form of increasing the optimal slice.
I'd argue that the poor gameplay was having to run towards one another until one side finally gets into range, not that one side had a range advantage to begin with; that last part still happens now, just with rail rifles and snipers. The act of having to abandon cover to close a few meters so your bullets didn't magically disappear was the real issue. The maps seemed to relish in abusing this: remember the roof parts of those warehouse junctions? An AR without sharpshooter could not reach the roof without moving right up to it, but a maxed sharpshooter just barely could, and from much safer cover without as much return fire. The range skills only exasperated the underlying issue: that weapons in DUST have amazingly poor range across the board to begin with. That issue was alleviated with the advent of effective range, and as a result there is much less range immunity these days. Hence little reason not to reintroduce an important alternative to damage modules. This can be addressed with better designs (for give them similar max ranges (which they do closer) and adjust where their optimals are(max damage) just right now the gaps are very drastic on purpose because there are not enough entries in the necessary engagement envelopes. It something more guns will help fix or variants and customization. As long as more guns doesn't entail adding 7 million SP and 5 skills per gun (as currently) I'm all ears.
I haven't set down multipliers or SP expected gains so still up in the ether on how it will come together, other than that just finished the social section
https://docs.google.com/document/d/1VEXecdgmCJUzkFoD9vR3Fox_Zy0-ih35B4cGKBa63Vo/edit
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Posted - 2014.02.08 01:04:00 -
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Going live
http://www.twitch.tv/ironwolfsaber
Watch me concept a Large Infested Drone Turret.
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Posted - 2014.02.08 04:39:00 -
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Stream over; incase you missed it
http://fc07.deviantart.net/fs70/f/2014/038/0/d/dust_514___lupis_mammoth_by_novafox-d75jjz9.jpg
Infested Large Turret Installation Strain Lupis Mammoth and yes its misspelled on purpose (similar to Alvis strains in eve instead of Avis probably to signify its artificiality)
Updated the Combat tutorial to reflect the new design.
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Posted - 2014.02.08 05:58:00 -
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Spectre-M wrote:Wow. Great job and keep it up. I really hope to see you at least on the CPM or even better, on the game design team.
I do 3d professionally photoshop, Softimage and Zbrush. If you want, I can contribute. Any assets, animation ect... I've actually been looking for some more projects to keep busy. Feel free to contact me on my PSN.
Drone is looking awesome btw.
If you want to do anything I got here already feel free or clean up any of the UI panels (or out do me and do it proper)
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Posted - 2014.02.13 20:47:00 -
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Sorry folks no updates lately been real busy with school, life and cpm stuff.
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Posted - 2014.02.24 04:03:00 -
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After some thinking I have completely abandoned the previous current as is weapon skill tree and shifted to something little bit more dramatic
This allows skill investments to retain good quality despite new content, however this also means that likely multipliers for the weapon tree overall WILL go up.
Do also note there will continue to be skill number placeholders I haven't sat down and made the base line deflections yet. There is also going to be a lack of parity of skills but the few additional skills that one tree might have are just an example.
https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdHVUUjVmdUxKWThHYmczWTBYWGtGQWc&usp=sharing#gid=8
https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdDdKYjRQT193VDlfbFM5b0FwdlB5Ymc&usp=drive_web#gid=5
Suits and vehicles will remain the same for now.
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Posted - 2014.02.24 04:36:00 -
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Forever ETC wrote:CPP heading the right direction.
This is nothing on ccp's part this is my own ideas and its up to ccp to decide to use or not use em.
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Posted - 2014.02.24 06:52:00 -
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C0TS wrote:You say that the SP modifiers will be going up.. Won't that emphasize the growing disparity between the elite and everyone else? Increasing the SP required for top tier weapons and their mods/status effects will hurt the mid to low tier players, and expand the gap between elite and everyone else no?
Will this issue be handled in maybe a more balanced match making process?
-Cots
Currently there is a disparity now.
'Weapon' Proficiency skills is and shouldn't be a tier 4 skill but it is. Damage + skills need to be tier 1 skills.
Ultimately there is no way to truly get rid of the height vs wide arguments. Any game that has you permanently stuck at 'lvl 1' still continue to be a game where its a race to get to top the fastest in other means (gear, position, resources) and that veteran players will always can and will retain the advantage.
You can place a true vet in the shoes of a noob (called smurfing) and they will still absolutely ruin everything still.
Bottom line is to not make it so that veterans are completely neutered but to allow the newer players the ability to get skills that could improve their experience and empower them.
So the best way to do this is first get rid of dead skills that do nothing. Get rid of skills for just because skills (all current weapon operations are guilty of this And get rid of pure unlock skills.
These type of skills only serve as a buffer between veterans and rookies, putting the best fruit at the top of the tree is not the way to go, but putting the best fruit near the bottom is.
The problem with near the bottom is that we may get faced with the 'must train' skills and while these are not as fun they're not as bad as a dead skill.
However with so few skills unlocking so many gun choices for small investments the real skill investments in specialization has to be taken out on the specialization skills.
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Posted - 2014.02.24 10:51:00 -
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Auris Lionesse wrote:Where's the weapon tree link? Didn't see it on the front page.
https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdDdKYjRQT193VDlfbFM5b0FwdlB5Ymc&usp=drive_web#gid=5
Amarr tree has labeled weapon classes, this tree is fully more populatable.
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Posted - 2014.02.24 10:57:00 -
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NK Scout wrote:Iron Wolf Saber wrote:C0TS wrote:You say that the SP modifiers will be going up.. Won't that emphasize the growing disparity between the elite and everyone else? Increasing the SP required for top tier weapons and their mods/status effects will hurt the mid to low tier players, and expand the gap between elite and everyone else no?
Will this issue be handled in maybe a more balanced match making process?
-Cots Currently there is a disparity now. 'Weapon' Proficiency skills is and shouldn't be a tier 4 skill but it is. Damage + skills need to be tier 1 skills. Ultimately there is no way to truly get rid of the height vs wide arguments. Any game that has you permanently stuck at 'lvl 1' still continue to be a game where its a race to get to top the fastest in other means (gear, position, resources) and that veteran players will always can and will retain the advantage. You can place a true vet in the shoes of a noob (called smurfing) and they will still absolutely ruin everything still. Bottom line is to not make it so that veterans are completely neutered but to allow the newer players the ability to get skills that could improve their experience and empower them. So the best way to do this is first get rid of dead skills that do nothing. Get rid of skills for just because skills (all current weapon operations are guilty of this And get rid of pure unlock skills. These type of skills only serve as a buffer between veterans and rookies, putting the best fruit at the top of the tree is not the way to go, but putting the best fruit near the bottom is. The problem with near the bottom is that we may get faced with the 'must train' skills and while these are not as fun they're not as bad as a dead skill. However with so few skills unlocking so many gun choices for small investments the real skill investments in specialization has to be taken out on the specialization skills. Remember weapons will still have a bonus local to their performance (that is anchored to the 'family' 'size' weapon skill, operator skills are a secondary bonus to further tweak the performance of weapons. It should takemthe same or less sp to get to level 5 as it is now, 2 months for level 5, real nice.....
Define the new level 5s?
Did some quick math
To unlock ALL Plasma Weapons is 3,072,000 SP to prototype level. So ALL Weapons to Prototype is 12+ million sp
No matter how many new guns get added this stays the same under the new tree.
What is going to take MILLIONS of more SP is all the quirks, perks, and specialization skills, skills that slightly change function, make it easier to operate the weapons, and add those special quirks and perks that makes that family of weapons a bit more unique.
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Posted - 2014.02.24 17:26:00 -
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ALT2 acc wrote:Iron Wolf Saber wrote:NK Scout wrote:Iron Wolf Saber wrote:C0TS wrote:You say that the SP modifiers will be going up.. Won't that emphasize the growing disparity between the elite and everyone else? Increasing the SP required for top tier weapons and their mods/status effects will hurt the mid to low tier players, and expand the gap between elite and everyone else no?
Will this issue be handled in maybe a more balanced match making process?
-Cots Currently there is a disparity now. 'Weapon' Proficiency skills is and shouldn't be a tier 4 skill but it is. Damage + skills need to be tier 1 skills. Ultimately there is no way to truly get rid of the height vs wide arguments. Any game that has you permanently stuck at 'lvl 1' still continue to be a game where its a race to get to top the fastest in other means (gear, position, resources) and that veteran players will always can and will retain the advantage. You can place a true vet in the shoes of a noob (called smurfing) and they will still absolutely ruin everything still. Bottom line is to not make it so that veterans are completely neutered but to allow the newer players the ability to get skills that could improve their experience and empower them. So the best way to do this is first get rid of dead skills that do nothing. Get rid of skills for just because skills (all current weapon operations are guilty of this And get rid of pure unlock skills. These type of skills only serve as a buffer between veterans and rookies, putting the best fruit at the top of the tree is not the way to go, but putting the best fruit near the bottom is. The problem with near the bottom is that we may get faced with the 'must train' skills and while these are not as fun they're not as bad as a dead skill. However with so few skills unlocking so many gun choices for small investments the real skill investments in specialization has to be taken out on the specialization skills. Remember weapons will still have a bonus local to their performance (that is anchored to the 'family' 'size' weapon skill, operator skills are a secondary bonus to further tweak the performance of weapons. It should takemthe same or less sp to get to level 5 as it is now, 2 months for level 5, real nice..... Define the new level 5s? Did some quick math To unlock ALL Plasma Weapons is 3,072,000 SP to prototype level. So ALL Weapons to Prototype is 12+ million sp No matter how many new guns get added this stays the same under the new tree. What is going to take MILLIONS of more SP is all the quirks, perks, and specialization skills, skills that slightly change function, make it easier to operate the weapons, and add those special quirks and perks that makes that family of weapons a bit more unique. The weapon operative skills you see now are additional perks to the weapon and are a second but separate bonus from standard operation local to the weapon. Of course this is assuming that only basic gear will be highly common drops, or tech 2 which requires much more investment. Anyways I am going to review the technology tree again, and skill trees and be adding and cutting skills as I see fit. I also am going to add the inventory soon so you guys can stop asking what does this and that do? Rww, any more sp sink is just BAD It makes it worse for newer players Months to get 1 level, yea, I so want to do that for a bonus..
Lack of any activity is horrible. Lets all have lvl 5 everything day 1. youll get plenty of quitters then.
and if you're not looking at this right, you're not going to see this is a vet nerf.
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Posted - 2014.03.28 08:44:00 -
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CCP already has seen it thanks to someone tweeting about it ><
Right now been busy with cpm work hadn't had time to deal with this.
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Posted - 2014.04.12 21:49:00 -
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Okay for squad UI we have to be careful where we put it for starters and how much information it should have. Then of course layout is important for information compression one thing to avoid it UI cluttering overall so.
Then toss on top of it optionality; being able to turn it off should and must be important.
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Posted - 2014.04.14 02:15:00 -
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emm kay wrote:Iron Wolf Saber wrote:
Okay for squad UI we have to be careful where we put it for starters and how much information it should have. Then of course layout is important for information compression one thing to avoid it UI cluttering overall so.
Then toss on top of it optionality; being able to turn it off should and must be important.
can it be a 'select' toggle? or maybe something to put on 'down' on the D-pad and broadcasts could be similar to the hotkeys for squad commands (these are for default controlls) how much information, is very sensitive, I agree. I was thinking it would be easier if squads were more like evian fleets.
Well while I am no UI designer I know that clean UIs are some of the best ones but information flow has to be manageable.
http://screenshot.xfire.com/s/4041833-4.jpg
While an exaggeration; you don't need this level of information as a first person shooter no matter how useful all that information is your screen is only so large and UI is not the area of most action.
http://img.gamefaqs.net/screens/2/3/e/gfs_106428_2_22.jpg
Is the exact opposite direction of course. This is fine in single player pure fps; but dust 514 is an rpg on paper states and a fps in execution of those rolls. Thus this level of information while passing may not be sufficient for the field.
Now there are a couple ways we can get reduce clutter on the field and the likes but this is where it becomes tough.
For example you have a name and bar for each squad member.
Why not module circle icon with the health bar wrapped around it for each squad member? Circle icon has class or vehicle role. The circle icon changes icon flashes or animates based on what they're doing or need (out of ammo; at supply depot; hacking; under attack; need transport ect ect) The bar around the circle will be their armor and shields right half armor left half shields.
Names only pop out during squad ordering contest menus; equipment swap menus; and order of icons the same as the squad readout on the dead screen.
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