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Archbot
W a r F o r g e d
39
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Posted - 2014.02.25 02:38:00 -
[1] - Quote
The HUD provides a lack of information, this is detrimental to a player's full efficiency and potential. I'd like to propose changes to this, these changes include the following. Redesigned HUD
Flexible HUD options
Additional HUD features
This is a visual proposal, no need to read a huge wall of text. If you want further information, it will be at the bottom.
ADDITIONAL INFORMATION
TOP Compass---[As you turn it will show where you're facing. ---[N,NE,E,SE,S,SW,W,NW. ---[Tick marks will appear to show where enemies, objectives, vehicles, and other assets are. TOP RIGHT Notifications & Active Effects---[Top boxes are active effects that are on you. ------[Active effects could be anything from reps, shield recharge, overheat, etc. ------[Characterized by symbols. ------[If a box isn't filled it will not be displayed. ---[Below that are notifications. ------[A new notification will slide out, blink, and slide back in. Newer notifications are on the bottom. TOP LEFT Radar/Minimap---[Coordinates on top. ---[Planet name below that. ---[MCC total health in percentage is shown. ---[Team names are shown. ---[Players in need of revive are shown as white on the radar. ---[Buildings are shown on the radar. ---[Field of view is shown on the radar. ---[Weapon range is shown on the radar. ------[Middle ring is unequipped weapon range. ------[Colored in area is equipped weapon range. ---[When a gun is fired, it's bullet trajectory is shown. ---[Targeted hostiles show up as orange. MIDDLE Crosshairs---[Center dot is shown. ---[Ring around center dot shows how charged/overheated a weapon is. MIDDLE LEFT Squad List---[Names are shown ------[Green = alive, gray = dead. ---[Boxes near names show equipment, a symbol will fill the box letting you know what equipment that player has. ------[Green = inactive, Blue = active, = Red = depleted/destroyed. ---[Health is shown. ------[Green = safe, Orange = danger (hostile in area/within orbital range/shot at), Red = taking damage, Blue = healing. ---[Configurable role names. A player could give a role name to each dropsuit, it will then display on the Squad List. ---[Speaker shows who's speaking. ---[Icon to show if squad member is in a vehicle, and what vehicle it is. ------[Green = safe, Red = taking damage Messages---[Messages in the form of text is displayed below the Squad List (for those who communicate without a mic). BOTTOM RIGHT WPs---[Shows list of WP rewards and total number of WPs earned. KillfeedBOTTOM LEFT Player Info---[Equipment is shown. ------[Blue = active, gray = inactive. ---[Speed is shown. ---[Stamina in number form shown. ---[Regeneration is shown. ---[Grenade name is shown. ---[Weapon name is shown. ---[Overheat/charge bar is shown. ---[Amount of ISK lost is shown. ---[KDR is shown. ---[WPs is shown.
This proposal is open to suggestions, requests, and of course questions.
Ya¦Åu-Å Å-ÅGèéGäîGä¦Gä¦Gä¦-ìY
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Archbot
W a r F o r g e d
53
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Posted - 2014.02.25 23:51:00 -
[2] - Quote
Whoops, I forgot to even do racial variants of the HUDs. Will get to that later.
I hope CCP sees this!
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Archbot
W a r F o r g e d
53
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Posted - 2014.02.26 00:50:00 -
[3] - Quote
I have a few additional concepts that I quickly made.
Heartbeat
This basically changes the user info, which is on the bottom left, to where you could see your clone's heartbeat. This is particularly for aesthetic reasons, but also could serve a purpose. Not only will you be able to see your heartbeat, but you'll be able to hear it. I prefer it to not be an invasive sound, which could distract and potentially annoy the player, but a more light sound that could still be heard. During gunfights you shouldn't be able to hear it, but while out of combat you'll be able to hear it if you're exhausted (low on stamina), near death, or if there is danger nearby. This will add a new 'sixth sense' to players, something a radar might not be able to do. If your character senses a threat, this information could be relayed to the player through this heartbeat.
Hit
Upon taking damage, no feature was subtracted. But I do want to add a few additional features. The main feature you'll see off the bat is the distance the threat is from you. This will help you decide whether to engage or run. If you see the distance of your target is beyond your effective range, you may want to run for cover. There are also other aesthetic features that you'll see in the bottom left corner of the HUD as well.
Again, these are just concepts. If you like them let me know, and I'll put it in the OP. If you have any suggestions or concepts, please tell me! This is a community effort.
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Archbot
W a r F o r g e d
54
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Posted - 2014.02.26 01:00:00 -
[4] - Quote
Awry Barux wrote:My only request would be that the ammo indicator text be slightly larger when not in ADS, due to the frequency with which hip-fire is used.
I could do that. My reasoning behind its size is that I felt if I made the that number smaller, it'd be much more 'eye-catching' if you would go into ADS and see that it was much larger. Like a popping effect that would draw attention to the amount of rounds in the clip. This is because I felt that this would make people more aware of the amount of bullets they're spilling out, so they could be more conservative with ammo. But of course this is coming from a ScR user who is constantly in ADS.
But yes, I'll revise this.
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Archbot
W a r F o r g e d
62
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Posted - 2014.02.26 22:23:00 -
[5] - Quote
Added the heartbeat concept and hit indicator to OP.
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Archbot
W a r F o r g e d
65
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Posted - 2014.02.28 00:28:00 -
[6] - Quote
Fire of Prometheus wrote:i like it but it seems a little bit cluttered.....
great ideas though (i like the heartrate thing, thats kinda cool) You'll be able to make it more simpler, even more simple than the 'Simplest' HUD type. Keep in mind, you will not see the notification boxes if you have no notifications, and you won't see the squad list if you're not in a squad. You may also not see the killfeed 100% of the time since it fades away after no deaths have taken place.
Thank you for your feedback.
JP Acuna wrote:As long as it won't make frame rate worse and it's customizable in the options menu, why not.
I'm making a HUD options menu as we speak.
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Archbot
W a r F o r g e d
65
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Posted - 2014.02.28 01:12:00 -
[7] - Quote
With the HUD Positioning screen you'll be able to select the GUI you want with R1. You'll be able to move it around with the right analog stick and resize it with the left analog stick. You may place the GUI anywhere you want on the HUD (except for compass), by pressing R1 again. This also deselects the GUI.
To change transparency of the selected GUI use the up and down buttons on the D-Pad.
Press square to remove the selected GUI.
HUD OPTIONS
(underlined is default option)
Compass Position: Radar/Top/Bottom Racial HUD Dependency: Character/Dropsuit/Racial HUD/None Racial HUD: Amarr/Caldari/Gallente/Minmatar/None Numbers as Percentages: Yes/No Show Weapon Range on Radar: Yes/No Receive Notifications: Yes/No
HUD Positioning
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Archbot
W a r F o r g e d
65
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Posted - 2014.03.01 00:44:00 -
[8] - Quote
Bump.
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Archbot
W a r F o r g e d
67
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Posted - 2014.03.03 01:59:00 -
[9] - Quote
Added HUD for dropship with various instruments and other valuable information for dropship pilots.
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