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Thread Statistics | Show CCP posts - 44 post(s) |
Fox Gaden
Immortal Guides
3157
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Posted - 2014.05.09 13:02:00 -
[1] - Quote
Radar map Compass directions & Coordinates:
N is not enough. We need E, W, and S as well so we donGÇÖt have to do mental calculations when facing South to determine whether the Sniper to our left is in the East or the West. I am a Cartographer in real life and even I have to stop and think for a moment when giving directions.
Personally I would prefer to have North always at the top of the radar map, and an arrow on my dot to tell me which way I am facing. It would also make it easier to orient yourself to what you can remember of the spawn map. But if they insist on spinning the map so that the direction you are facing is up, then they need to indicate the other compass directions.
Also, displaying Coordinates below the radar map for your position, which correspond to a grid on the spawn map, would help a lot!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3158
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Posted - 2014.05.09 14:10:00 -
[2] - Quote
medomai grey wrote: GÇó Overview map needs an overhaul. There's too much information that one can gleam by simply going to the over view map. Where is that sniper? Where is that tank? Where is the bulk of enemy forces? Just go to the overview map and its there; anything that isn't blue is an enemy, you don't need the red tags to figure that out. And It shouldn't be that way. I should have to coordinate with scouts, dropships, LAVs, capsuleers, etc. or drop some specialized equipment on the map for scans. There needs to be a "fog of war" to allow information gathering to be critical in game.
To get the "fog of war" I mentioned, we need to change the way the map is presented. We can't simply render the entire map and choose not to render in the enemies because that would not make sense immersion wise. I can see the entire field from a camera above the battle but I cant see my un-scanned enemies? I recommend changing the current live video stream overview map into a contour map that some unknown sensors took a 3D scan from orbit. Don't forget to add elevation, buildings and obstacles, longitude and latitude. A benefit of going this route may be shorter times in bringing up the overview map.
I like the live satellite image feed from the Warbarge that we have now. You canGÇÖt really pick out anything smaller than a LAV without a tag on it unless they are shooting at something.
If you want tanks to be able to hide from the satellite cameras, give them cammo. Currently if I want to hide my tank I park under pipes or bridges.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3158
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Posted - 2014.05.09 14:17:00 -
[3] - Quote
I missed that! Yeah, that would be a big help!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3403
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Posted - 2014.05.19 01:15:00 -
[4] - Quote
This is one of my classic rants, but I donGÇÖt think I have posted it in here yet.
Each squad member should have a number on their dot on the mini map which corresponds to their position in the Squad list. This number should also display above their heads when you look at them.
This will facilitate the communication, as you will be able to quickly identify someone by their number and relay information to them. The classic example is GÇ£Hey Dot 4, you got a shotgun on your 6!GÇ¥
When working closely with a squad I often see things I need to warn other squad members about, but I have no way of identifying which squad member I am addressing. A lot of times in DUST, I would not know how to pronounce someone's name, even if I could see it well enough to read it. A number would work fine as long as the HUD makes it clear to each person what number they are. A number would also be easier to display and easier to read than a name.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3486
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Posted - 2014.05.26 12:52:00 -
[5] - Quote
CCP MC Peanut wrote:Aeon Amadi wrote:^_- Combine this sort of tactical viability through information gathering with a grid-map on the actual overhead and you've given the guys on the ground everything they need to effectively communicate in the same way that we would in the military. Can play into a whole new meta for effective squad leaders/commanders who can accurately read into the battlefield and provide that information effectively to their team. Congratulations, you just achieved everything Field Command leaders have been asking for. EDIT: Oh, right - on that note - if we do get a grid-layout for the map... Any chance you could include what grid we're in on our HUD? Just something simple, off in the corner or next to the compass to signify that I'm in G6 or where-ever. That way someone can tell me that "Enemy is at H7" and I know exactly where I need to be / how close they are, instantly Here's an example of what I'm trying to illustrate: http://i.imgur.com/ScbP8SX.pnghttp://i.imgur.com/k4m9amb.jpgANOTHER EDIT: Albeit in retrospect that may be rather difficult to accomplish. Your call though. I know they previously looked into a grid overlay on the overview map before, but they ran into issues with the terrain being in 3D and the UI being done in 2D Postprocess--this doesn't work well because the terrain has depth and the grid overlay is flat and above the terrain--it will not line up properly. It can be achieved if the grid is done in 3D. There is one shader technique where you can draw pixels only at the intersection points of polygons. I attempted a small prototype by adding some polygons that intersected with the terrain (they are huge), but the thickness of the 'line' changes too much with slope and distance, so we would still need to figure out a way to improve this (and there are ways). Another way this could be done is by building it into the material on the terrain and use WorldSpace mapping coordinates (basically you can use the x,y value as a texture coordinate). This seems better and I'm leaning more towards it (although the first technique would be useful if we wanted to show a scan effect going across the landscape). Still there is a roadblock in figuring out how to apply this grid material--we don't want to it as part of the terrain material all the time--some of the starmap work is requiring something similar, so I'm hopeful we can learn from that. I am dealing with the same issue in real life, working with parcel boundaries projected onto oblique air photos. The lines get thick in your first approach for the same reason that slicing bread on an angle will give you a larger piece of toast. The second approach definitely will give you a better looking display. You just need to lay down those grids on the environment with invisible ink so they only show up under a black light (or at least the programmatic equivalent).
You realize that if you do that, then you would have the option of projecting the grid onto the HUD so that solders would see the grids as an overlay on the live environment, just as the other blue and red items are overlays. (Might want to make this an optional feature that can be turned on or off.)
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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