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Thread Statistics | Show CCP posts - 44 post(s) |
Ace Starburst
Tom Cruise Thetan Army
100
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Posted - 2014.05.13 16:10:00 -
[1] - Quote
Throwing out a few ideas here that are user interface related.
1. Modules that affect display visualization, such as sonar, x-ray, infrared. Could even have new module slots on the helmet with scouts having the most and heavies/assaults having the least. Possibility of separate types of visual dampeners on low slots. Destructible lights and dark corridors could open up new and interesting strategic possibilities. I can see this one taking quite a bit of work to get right though.
2. Equipment that temporarily disables HUD. (Flux grenades maybe?)
3. Ability to switch to squad mate's vision. Would help in designating targets.
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Ace Starburst
Tom Cruise Thetan Army
103
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Posted - 2014.05.13 20:53:00 -
[2] - Quote
Ender Storm wrote:
I like the idea of having the hability of using multiple display configurations, was thinking about it as well.
Something like the Predator movies :)
You could indeed have helmet specific slots to plug in personalized filters. They might take up CPU and thus affect what you can equip into your gear.
There could be thermal displays,l normal view, electromagnetic, etc.
These different modes could be disrupted, maybe thru grenades or active modules on the suits or even deployables or dropship modules making the drop ship act like a ECM dropship (or even ECCM).
This would indeed add more flavour to customization.
It would be pretty slick. The main issue as far as I can tell from a design point is there would have to be a use for those separate displays, and this would necessitate having a variety of situations such as darkness/night(use infrared), or excessive fog/dust/brightness(use sonar), or you want to see through walls to find the enemy(use x-ray), etc.
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Ace Starburst
Tom Cruise Thetan Army
104
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Posted - 2014.05.15 15:35:00 -
[3] - Quote
CCP MC Peanut wrote:
I noticed the sonar part of your feedback and I thought about it a bit. Has anyone seen a sonar/doppler visual mode in any other games? I think we could achieve a sonar visual effect by comparing the vertex normal to the camera normal (dot product) and then factoring in the reflectivity of the surface (which is the specular power--although not all surfaces would have this). The result is that smooth surfaces in the direction you are facing would have a different visual effect (while the rest likely transparent). Although who is to say that your sonar wave projects in a single line--but we could consider a falloff range perhaps. It would be more interesting to account for the doppler effect, which would be worth prototyping. If you colored each pixel based on depth (distance from camera) and had access to a previous frame there could be a way to derive a visualization of things moving (at least moving relative to your position). I can at least bug CCP Photon about this and see what he thinks (of the technical possibility).
There's this http://splintercell.wikia.com/wiki/Sonar_Goggles, also this next one's not technically sonar but it is very Batman It might frustrate players if they can't detect movement on the edges of their screens. You might consider a radial, cone, or "doughnut" shaped emission field from the user camera and detect any surface it contacts, then generate shadows or negative space based on the angle of the ray and the proximity of the object detected. I could make a quick mock up during my daily digital painting practice if you wanted. A rainbow doppler effect would be pretty slick as far as eye candy is concerned. I can see people zoning out on that like they would to a lava lamp.
On a side note, I'm more than likely going to experiment with 3D sonar visualization to catch fish and somehow work the technology into an art show. I'm guessing to color the object the rig would emit a series of frequencies and assign different colors to each frequency. This would give me some depth to the visualized image, and you might even be able to see the fish's bones and organs as well.
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