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Author |
Thread Statistics | Show CCP posts - 44 post(s) |
Paladin Sas
Ancient Exiles. General Tso's Alliance
380
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Posted - 2014.05.15 18:44:00 -
[1] - Quote
CCP MC Peanut wrote:Ace Starburst wrote: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. 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).
obviously, we dont want to copy others ideas, but titanfall has a really cool sonarlike effect where it takes "snapshots" of enemies and displays the stills in your FOV, what you get is a really choppy visual of where people/mechs are moving, and it works through walls. might be cool to incorporate something like that. Link to a video |
Paladin Sas
Ancient Exiles. General Tso's Alliance
382
|
Posted - 2014.05.16 07:17:00 -
[2] - Quote
Ansiiis The Trustworthy wrote:How about an icon telling that someone needs ammo.
this, right here. this needs to happen |
Paladin Sas
Ancient Exiles. General Tso's Alliance
382
|
Posted - 2014.05.16 07:22:00 -
[3] - Quote
501st Headstrong wrote:Ghost Recon Future Soldier had a great X-Ray Vision called the Back-Scatter. Fall-off was 40 Meters
*off topic
Geonosis was a rough day for the 501st, but we proved to the galaxy that we are real, and we will carry the fight to the very doors of our adversaries and beyond. Live strong, fight hard. Your brothers stand beside you. |
Paladin Sas
Ancient Exiles. General Tso's Alliance
395
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Posted - 2014.05.18 18:35:00 -
[4] - Quote
501st Headstrong wrote:Paladin Sas wrote:501st Headstrong wrote:Ghost Recon Future Soldier had a great X-Ray Vision called the Back-Scatter. Fall-off was 40 Meters *off topic Geonosis was a rough day for the 501st, but we proved to the galaxy that we are real, and we will carry the fight to the very doors of our adversaries and beyond. Live strong, fight hard. Your brothers stand beside you. I was just saying that because we were on the topic of sonars and being able to see hostiles/ friendlies behind walls. I apologize if it was off-topic. I'll stand by you to brother :) For the Republic!
Lol, I was off topic. Your doing great. Keep it up |
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