medomai grey wrote:When I watched the Legion proof of concept, I noticed that the HUD(heads-up display) didn't differ all that much from Dust514. And that's a pity because there's still so much more room for improvement.
I would like to see:
GÇó Radar and map integration on the top left of the screen. The map should be a contour map that shows elevation, buildings and obstacles, longitude, latitude and your coordinates. I would also like to see labels and markers indicating the radial distance from the mercenary. This will aid coordination among players, give a better indication of where stuff is on the radar, and help players navigate the map better.
GÇó All gun info(ammo, heat, charge) on the bottom right corner of the screen needs to be moved onto the gun or reticle. Humans can only see a small area clearly, everything around that area is unfocused. Having information such as ammo, heat, and charge separated from what you are aiming at makes the experience cumbersome as the user has to keep switching their focus away from their target to check up on gun info at the bottom right of the screen. Also adds to immersion as a bonus.
GÇó Semi transparent text chat channel of player choice in the bottom right of the screen. Not all players have mics and communicating orders may be better if it constantly shows on the grunts screens. Also in game notices like orbital strike available or you got mail will be easier to notice than seeing words or images briefly pop-up and then disappear.
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.