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Thread Statistics | Show CCP posts - 44 post(s) |
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CCP MC Peanut
C C P C C P Alliance
87
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Posted - 2014.05.12 12:02:00 -
[61] - Quote
Monkey MAC wrote:
Yeah that is what he means, especially now a days in DUST brick tanking is all the rage. You will see caldari's with more armour than my Minmatar has EHP. It would be useful knowing if this is the case, so I can make a more informed descision about the engagement.
Personally I would achieve this by merging Shields and Armour into a single bar for enemies. Light Red for Shields and Dark Red for Armour, so if a gallanteans EHP consists of 20% Shields and 80% it will look something like this.
S S A A A A A A A A
Ah cool I got it (good explanation!). Also we could likely take the max amount and use them as scalars to drive some other value that helps give some visual indicators to their max without spelling it out (although it could be spelled out if we want, but that's for design). We could play with the unit spacing, intensity, or color.
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843 Epidemic
BurgezzE.T.F General Tso's Alliance
1167
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Posted - 2014.05.12 12:08:00 -
[62] - Quote
CCP MC Peanut wrote:Monkey MAC wrote:
Yeah that is what he means, especially now a days in DUST brick tanking is all the rage. You will see caldari's with more armour than my Minmatar has EHP. It would be useful knowing if this is the case, so I can make a more informed descision about the engagement.
Personally I would achieve this by merging Shields and Armour into a single bar for enemies. Light Red for Shields and Dark Red for Armour, so if a gallanteans EHP consists of 20% Shields and 80% it will look something like this.
S S A A A A A A A A
Ah cool I got it (good explanation!). Also we could likely take the max amount and use them as scalars to drive some other value that helps give some visual indicators to their max without spelling it out (although it could be spelled out if we want, but that's for design). We could play with the unit spacing, intensity, or color.
You have the BEST CCP name ever.
Brb, sister needs the TV
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jerrmy12 kahoalii
Proficiency V.
1482
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Posted - 2014.05.12 12:26:00 -
[63] - Quote
jerrmy12 kahoalii wrote:Oh I have an idea of optimizing maps for the ps3 Remove some outer map area, like alot, so there is less memkry being taken by something we will never use lol.
I'd better leave...
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Garth Mandra
The Southern Legion Final Resolution.
380
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Posted - 2014.05.12 12:56:00 -
[64] - Quote
League of Legends does health bars well.
Small amount of health: http://www.eternitygames.org/media/userfiles/images/Articles/LoL/rumeur/health.jpg
Larger amount of health: http://forums.euw.leagueoflegends.com/board/attachment.php?attachmentid=114887&d=1361749285
The health bars are the same length but they have a marks every 100hp or something. |
jerrmy12 kahoalii
Proficiency V.
1482
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Posted - 2014.05.12 12:58:00 -
[65] - Quote
I played LoL once But yea ccp has a perfect way to fix framerate.
I'd better leave...
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IgniteableAura
Ancient Exiles. General Tso's Alliance
1036
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Posted - 2014.05.12 14:25:00 -
[66] - Quote
CCP MC Peanut wrote:IgniteableAura wrote:MC Peanut,
Is it possible to make the health bars more dynamic based on shields vs armor? So that when you are shooting someone you have an idea where their "tank" is?
So for example the armor bar would be red and the shield bar would be blue. Each would be proportional to their total HP. I might not be understanding your question correctly, so feel free to bark back if I answer it wrong. Health and Armor bars could have a bar 'tick' (or do we call these cells?) for each unit of armor/health. This is the basic setup on our material: there is a 'barScale' parameter that will tile/repeat the bar texture (which is always a texture of 1 cell/unit/tick) by whatever the numeric value is. But in the case of Health and Armor, we have pretty large values, so repeating the ticks so much ends up kind of ugly, so we need to set the barStep parameter, which represents the number of numeric units that each texture 'tile' stands for. So if I set the barStep to 2, and the scale is 10, I see 5 cells (when full). Currently on the suits we are dividing their maxAmmo value by a constant scalar value so that they end up having the same number of texture repeats, but we don't have to. In the ammo department we are actually representing them more accurately, but once the ammo count gets high, we start setting the barStep. Part of me thinks you are asking the health bars of the person you are shooting, though? This could happen--it would have to be part of the targeting info, or the data would at least have to be provided by the same system that grabs the target info data, but we could put it somewhere else. And the bar colors can be whatever we want--that is just up to the designers.
Yes, sorry I didn't clarify my thought more. It would be more information in a smaller space near your target (therefore more usable). Currently its difficult to know how much armor and shield your target has, especially in proportion to one another without looking down at the bottom of the screen where the target information currently is located.
To clarify, my thoughts were to make the health bars of the object you are shooting at show in different colors depending on how much armor and shield they have. So if you were shooting a Cal heavy it would likely have a larger portion of "shield bar" while a Gal heavy would likely have a large portion of "armor bar"
This would allow for more tactical gameplay, especially for commandos. For example: if you see your opponent has a lot more armor than shield, you would pull out a Rail Rifle instead of an AR.
Lastly, it would be also nice to have a single bar on our own HUD IMO because it takes up less visual space. Having two values and a single circular bar would be more appealing to me as long as the scale is proportional. I always freak out when all my armor disappears visually when I really only have 80. I would be more inclined to take cover if "half my HP is gone" as it would be easier to visually see with a single bar. This would also make it consistent with what enemy health bars look like on the battlefield.
Youtube
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ZDub 303
TeamPlayers Dirt Nap Squad.
2860
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Posted - 2014.05.12 14:40:00 -
[67] - Quote
CCP MC Peanut wrote:Monkey MAC wrote:
Yeah that is what he means, especially now a days in DUST brick tanking is all the rage. You will see caldari's with more armour than my Minmatar has EHP. It would be useful knowing if this is the case, so I can make a more informed descision about the engagement.
Personally I would achieve this by merging Shields and Armour into a single bar for enemies. Light Red for Shields and Dark Red for Armour, so if a gallanteans EHP consists of 20% Shields and 80% it will look something like this.
S S A A A A A A A A
Ah cool I got it (good explanation!). Also we could likely take the max amount and use them as scalars to drive some other value that helps give some visual indicators to their max without spelling it out (although it could be spelled out if we want, but that's for design). We could play with the unit spacing, intensity, or color.
I like this idea a lot as well. If maintaining two separate health bars is more a design decision to keep it consistent with EVE that is okay too. If you could divide HP into bar segments over a players head though, that 'at a glance' information would be invaluable.
For example: Let say each BarStep represents 50 health points of either armor or shields (rounding up always)
So if a player has 232 shields and 530 Armor then the bar (over their heads when targeting) could look like:
|SSS||SSS||SSS||SSS||SSS| |A||A||A||A||A||A||A||A||A||A||A|
Representing 11 armor steps and 5 shield steps to represent 200-250 shields and 500-550 armor. The spacing isn't perfect but I think the point gets across. You probably wont be able count the number of bars at a glance but its a quick visual indicator how much stacked they are in health just by looking at the spaces between bars( the || parts) more than counting the numbers of bars themselves.
This level of information should only be available where you could see numerical values on the tac net overlay currently.
I would also support a system like IgniteableAura is saying where it could be proportional as well.
So if you have 10 BarSteps and the player in that situation would have 762 total ehp. So shields would be 232/762 = 30.4% maximum health and armor would be the remaining 69.6%, then the HP could be rolled into a single health bar which would look like this:
|A||A||A||A||A||A||A||S||S||S| - representing 7 armor bars and 3 shield bars.
In this example, you wouldn't even need BarSteps if you dont want, just proportional colored sections.
|AAAAAAA||SSS| - like so. |
matsumoto yuichi san
SVER True Blood
37
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Posted - 2014.05.12 14:59:00 -
[68] - Quote
guys has no one played LoL i mean this is a solved problem....
http://www.team-dignitas.org/uploads/tinymce/images/black_shield_mrog.jpg
just saying each tick is 100 and the shield is just a different color appended to the end, so you can see %shield and %armor (in our case) and get a good idea of TOTAL hp, but at the same time isn't giving exact numbers, as it is just exact 100 |
Hawkings Greenback
Red Star. EoN.
147
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Posted - 2014.05.12 18:59:00 -
[69] - Quote
This thread is a damn good read, plenty of good ideas & some great feedback from MC Peanut & everyone else. Gonna dish out some +1's in a mo as I read back.
Love the idea of racial HUD's as another aspect of immersion. I would like to be able to have customization of the elements contained. I agree that currently some of the info that is displayed feels spread to thin or ( for me ) missing or not displayed as well as it could.
Great stuff
GÇ£Without deviation from the norm, progress is not possible.GÇ¥
GÇò Frank Zappa
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Monkey MAC
Rough Riders..
2834
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Posted - 2014.05.12 21:06:00 -
[70] - Quote
matsumoto yuichi san wrote:guys has no one played LoL i mean this is a solved problem.... http://www.team-dignitas.org/uploads/tinymce/images/black_shield_mrog.jpgjust saying each tick is 100 and the shield is just a different color appended to the end, so you can see %shield and %armor (in our case) and get a good idea of TOTAL hp, but at the same time isn't giving exact numbers, as it is just exact 100
Good idea but there is a problem. Let's say you have a shield tanked caldari. How do you show that this suit has most of its EHP in shields? Until you engage the exact distrubtion is unknown.
This is the information we want at moments notice, so we can make informed descisions. Where is their tank? Is my weapon strong enough to deal with each tank type? Is this a good engagement?
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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Master Smurf
Nos Nothi
457
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Posted - 2014.05.12 21:41:00 -
[71] - Quote
Monkey MAC wrote:matsumoto yuichi san wrote:guys has no one played LoL i mean this is a solved problem.... http://www.team-dignitas.org/uploads/tinymce/images/black_shield_mrog.jpgjust saying each tick is 100 and the shield is just a different color appended to the end, so you can see %shield and %armor (in our case) and get a good idea of TOTAL hp, but at the same time isn't giving exact numbers, as it is just exact 100 Good idea but there is a problem. Let's say you have a shield tanked caldari. How do you show that this suit has most of its EHP in shields? Until you engage the exact distrubtion is unknown. This is the information we want at moments notice, so we can make informed descisions. Where is their tank? Is my weapon strong enough to deal with each tank type? Is this a good engagement?
While I understand wanting this. I think that is where scanners, spotter tool or higher precision modules would shine as they could yield the more granular info.
"Shine bright like a diamond"
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Mrs Snottpicker
Intara Direct Action Caldari State
0
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Posted - 2014.05.12 23:03:00 -
[72] - Quote
Wow,actual answers and information....? Take note Devs. A little goodwill goes a very long way with this bunch of pasty faced hemorrhoid having shutins...Btw, welcome to the fold McPeanut. |
Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
1671
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Posted - 2014.05.13 00:11:00 -
[73] - Quote
CCP MC Peanut wrote:Ah cool I got it (good explanation!). Also we could likely take the max amount and use them as scalars to drive some other value that helps give some visual indicators to their max without spelling it out (although it could be spelled out if we want, but that's for design). We could play with the unit spacing, intensity, or color.
I like you. You get a stamp of approval.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Maken Tosch
DUST University Ivy League
8519
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Posted - 2014.05.13 00:50:00 -
[74] - Quote
@CCP MC Peanut
Since you're here, I like to point out something that has gotten me a disoriented (literally) when I was playing Dust.
Every time I spawn in at any location whether it's an uplink, objective, default spawn, or CRU, I get completely disoriented upon spawning in to the point that even with the help of the compass I am momentarily unable to get a sense of direction. I'm serious. For some reason my sense of direction goes the way of the dodo bird during that first moment immediately after spawning. Of course, a moment or two later I regain my sense of direction thanks to the compass and then all is right again.
I don't know if this has anything to do with just biology and maybe this is just me experiencing this and no one else.
In any case, this seems like something that can best be addressed with a subtle visual cue built into the spawn points when I'm in the map overview screen. If an uplink is facing a specific direction, I like to know before I pick that spawn. I don't want to spawn in facing a wall while a redberry has his gun to my back. But the issue with the disorientation comes in when spawning in via the objectives and CRUs where I can spawn in at a random point at a random direction. Am I going to spawn in facing the objective or away from the objective? Am I going to spawn behind that barrier or out in the open?
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
175
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Posted - 2014.05.13 03:12:00 -
[75] - Quote
There could be a little flashing arrow, white, to show what direction you're pointing....
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.- 501st Headstrong.
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matsumoto yuichi san
SVER True Blood
39
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Posted - 2014.05.13 12:21:00 -
[76] - Quote
Monkey MAC wrote:matsumoto yuichi san wrote:guys has no one played LoL i mean this is a solved problem.... http://www.team-dignitas.org/uploads/tinymce/images/black_shield_mrog.jpgjust saying each tick is 100 and the shield is just a different color appended to the end, so you can see %shield and %armor (in our case) and get a good idea of TOTAL hp, but at the same time isn't giving exact numbers, as it is just exact 100 Good idea but there is a problem. Let's say you have a shield tanked caldari. How do you show that this suit has most of its EHP in shields? Until you engage the exact distrubtion is unknown. This is the information we want at moments notice, so we can make informed descisions. Where is their tank? Is my weapon strong enough to deal with each tank type? Is this a good engagement?
umm in terms of is most of the hp is shield, then most of the bar would be the shield color, with ticks for the amounts, so not seeing the issue in that regard |
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CCP MC Peanut
C C P C C P Alliance
119
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Posted - 2014.05.13 12:37:00 -
[77] - Quote
The feedback continues to be great.. As awesome as you guys find Dev responses, the feedback you are posting is super stellar (space themed games deserve space themed adjectives).
The shield-armor ideas for the targeting info are absolutely possible. And I much better see your point on the benefit of being able to discern the ratio between Armor and Shield. What do you think is the best way to show the current value of the Armor Shield, but still preserve the ratio relationship? I'm thinking you could either use 4 colors (2 for depleted, 2 for not), or a secondary bar or two underneath--could be thin. Also we could still do it with 2 colors, but layer 2 bars over each other and have the bottom one not update.
COMPASS WORKS I was inspired by you guys. I know we would have done it sooner or later, but after hearing so many people woot the presence of the compass and not seem to upset that it was non functional, I had to. And it wasn't very hard. I ended up doing it in the shader. I was able to figure out the world space camera vector and then used a custom material node (which is just a place to write hlsl) to convert the vector to an angle range. Then divided this by pi left me with a -1 to 1 value, which I used to drive the U coordinate position of the texture. Also I exposed an offset value so I could go into a map, orient myself north, and plug in numbers to the offset until the compass was correct. Now back to the artist to create a texture for the full 360 view. Hopefully we can show this off very soon in an actual Dev Blog post.
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CCP MC Peanut
C C P C C P Alliance
120
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Posted - 2014.05.13 12:42:00 -
[78] - Quote
Maken Tosch wrote:@CCP MC Peanut
Since you're here, I like to point out something that has gotten me a disoriented (literally) when I was playing Dust.
Every time I spawn in at any location whether it's an uplink, objective, default spawn, or CRU, I get completely disoriented upon spawning in to the point that even with the help of the compass I am momentarily unable to get a sense of direction. I'm serious. For some reason my sense of direction goes the way of the dodo bird during that first moment immediately after spawning. Of course, a moment or two later I regain my sense of direction thanks to the compass and then all is right again.
I don't know if this has anything to do with just biology and maybe this is just me experiencing this and no one else.
In any case, this seems like something that can best be addressed with a subtle visual cue built into the spawn points when I'm in the map overview screen. If an uplink is facing a specific direction, I like to know before I pick that spawn. I don't want to spawn in facing a wall while a redberry has his gun to my back. But the issue with the disorientation comes in when spawning in via the objectives and CRUs where I can spawn in at a random point at a random direction. Am I going to spawn in facing the objective or away from the objective? Am I going to spawn behind that barrier or out in the open?
I'm not sure if they purposely orient the player when spawning or not. My guess is they do, but I can't say for sure. Either way they can orient the player and likewise indicate this somehow on the overview map. If we end up moving the icons on the overview map to the 3D system, I'll keep this in mind.
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Musta Tornius
Molon Labe. General Tso's Alliance
1338
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Posted - 2014.05.13 12:44:00 -
[79] - Quote
CCP MC Peanut wrote:Maken Tosch wrote:@CCP MC Peanut
Since you're here, I like to point out something that has gotten me a disoriented (literally) when I was playing Dust.
Every time I spawn in at any location whether it's an uplink, objective, default spawn, or CRU, I get completely disoriented upon spawning in to the point that even with the help of the compass I am momentarily unable to get a sense of direction. I'm serious. For some reason my sense of direction goes the way of the dodo bird during that first moment immediately after spawning. Of course, a moment or two later I regain my sense of direction thanks to the compass and then all is right again.
I don't know if this has anything to do with just biology and maybe this is just me experiencing this and no one else.
In any case, this seems like something that can best be addressed with a subtle visual cue built into the spawn points when I'm in the map overview screen. If an uplink is facing a specific direction, I like to know before I pick that spawn. I don't want to spawn in facing a wall while a redberry has his gun to my back. But the issue with the disorientation comes in when spawning in via the objectives and CRUs where I can spawn in at a random point at a random direction. Am I going to spawn in facing the objective or away from the objective? Am I going to spawn behind that barrier or out in the open? I'm not sure if they purposely orient the player when spawning or not. My guess is they do, but I can't say for sure. Either way they can orient the player and likewise indicate this somehow on the overview map. If we end up moving the icons on the overview map to the 3D system, I'll keep this in mind.
Uplinks always orient the spawning in player towards the direction that the player that placed the uplink was facing.
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Severus Smith
Caldari State
537
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Posted - 2014.05.13 13:51:00 -
[80] - Quote
CCP MC Peanut wrote:Maken Tosch wrote:@CCP MC Peanut
Since you're here, I like to point out something that has gotten me a disoriented (literally) when I was playing Dust.
Every time I spawn in at any location whether it's an uplink, objective, default spawn, or CRU, I get completely disoriented upon spawning in to the point that even with the help of the compass I am momentarily unable to get a sense of direction. I'm serious. For some reason my sense of direction goes the way of the dodo bird during that first moment immediately after spawning. Of course, a moment or two later I regain my sense of direction thanks to the compass and then all is right again.
I don't know if this has anything to do with just biology and maybe this is just me experiencing this and no one else.
In any case, this seems like something that can best be addressed with a subtle visual cue built into the spawn points when I'm in the map overview screen. If an uplink is facing a specific direction, I like to know before I pick that spawn. I don't want to spawn in facing a wall while a redberry has his gun to my back. But the issue with the disorientation comes in when spawning in via the objectives and CRUs where I can spawn in at a random point at a random direction. Am I going to spawn in facing the objective or away from the objective? Am I going to spawn behind that barrier or out in the open? I'm not sure if they purposely orient the player when spawning or not. My guess is they do, but I can't say for sure. Either way they can orient the player and likewise indicate this somehow on the overview map. If we end up moving the icons on the overview map to the 3D system, I'll keep this in mind. I know this isn't a UI thing but I want to mention it anyway. I hope that y'all do away with the current spawn system and replace it with something more exciting. It's pretty disorienting (as Maken pointed out) and immersion breaking to just appear invisible next to something (or for enemies to suddenly appear out of thin air next to me). It would be so much more fun to spawn in via more realistic / exciting methods. I love spawning in PS2 (falling from the sky) and Titanfall (deploying via dropship). Both of those help me feel pumped before I jump back into the firefight. So for Legion; when I hit respawn it would be awesome to wake up in a CRU and have it open, or for me to deploy in via an NPC dropship, or to drop in from the sky and use my inertial dampeners.
Again, I know it's not a UI thing - but it would be awesome. |
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Spectral Clone
Dust2Dust. Top Men.
2626
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Posted - 2014.05.13 14:15:00 -
[81] - Quote
DaYuM!
Good stuff Peanut!!
Can I please have some duct tape in my minmatar HUD?!
This message was brought to you by the PC master race.
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VicBoss
Militaires-Sans-Frontieres
448
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Posted - 2014.05.13 14:55:00 -
[82] - Quote
CCP MC Peanut wrote:
COMPASS WORKS I was inspired by you guys. I know we would have done it sooner or later, but after hearing so many people woot the presence of the compass and not seem to upset that it was non functional, I had to. And it wasn't very hard. I ended up doing it in the shader. I was able to figure out the world space camera vector and then used a custom material node (which is just a place to write hlsl) to convert the vector to an angle range. Then divided this by pi left me with a -1 to 1 value, which I used to drive the U coordinate position of the texture. Also I exposed an offset value so I could go into a map, orient myself north, and plug in numbers to the offset until the compass was correct. Now back to the artist to create a texture for the full 360 view. Hopefully we can show this off very soon in an actual Dev Blog post.
https://www.youtube.com/watch?v=IUZEtVbJT5c AHHHHHHHH FINALLY!!!!!! I have tears of JOY! You have no idea how helpful a working compass Hud like that will aid in directional communication and targeting! I am a little overwhelmed and slightly expect to wake up from a dream at the moment. I mean, like what could be next? Gridded maps? The possibilities are endless!
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CCP Saberwing
C C P C C P Alliance
4533
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Posted - 2014.05.13 15:01:00 -
[83] - Quote
The interaction in this thread makes me happy <-- Those are tears of joy.
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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IgniteableAura
Ancient Exiles. General Tso's Alliance
1047
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Posted - 2014.05.13 15:34:00 -
[84] - Quote
CCP MC Peanut wrote:The feedback continues to be great.. As awesome as you guys find Dev responses, the feedback you are posting is even more stellar (space themed games deserve space themed adjectives).
The shield-armor ideas for the targeting info are absolutely possible. And I much better see your point on the benefit of being able too discern the ratio between Armor and Shield. What do you think is the best way to show the current value of the Armor Shield, but still preserve the ratio relationship? I'm thinking you could either use 4 colors (2 for depleted, 2 for not), or a secondary bar or two underneath--could be thin. Also we could still do it with 2 colors, but layer 2 bars over each other and have the bottom one not update (as the above disappear when depleting)
COMPASS WORKS I was inspired by you guys. I know we would have done it sooner or later, but after hearing so many people woot the presence of the compass and not seem to upset that it was non functional, I had to. And it wasn't very hard. I ended up doing it in the shader. I was able to figure out the world space camera vector and then used a custom material node (which is just a place to write hlsl) to convert the vector to an angle range. Then divided this by pi left me with a -1 to 1 value, which I used to drive the U coordinate position of the texture. Also I exposed an offset value so I could go into a map, orient myself north, and plug in numbers to the offset until the compass was correct. Now back to the artist to create a texture for the full 360 view. Hopefully we can show this off very soon in an actual Dev Blog post.
Working compass Very nice. That truly is a feature that we have been looking forward to, so we are most appreciative that it seems to be working. I look forward to its debut via dev blog. Thank you, Thank you, Thank you
As far as shield-armor ideas, I would imagine a single bar with four different colors would give a good representation of total health. But I think it should be consistent with what is in our own HUDs. So whatever functions and looks the most "pretty". For giving absolute numbers, I am unsure what would work best. I will need to think on that. But the current idea of segments equating to 50hp each is a good start. I enjoy that currently Dust gives us specific details (531 shield, 243 armor) but it could work to give us estimations in the bar form. Depending on peoples shield/armor amounts I can tell what mods they are probably running, so having exact numbers can help. How to elegantly display that information....is for those more creative than I.
Secondly, you got me wishing the HUD could express everything involved in the current "spreadsheet" at the bottom of the HUD when we are targeting something. It would definitely create more immersion. Perhaps there could be a thin white line that signifies our "weapon efficiency" as well.
Lastly, just a random thought, but I think it would be REAAALY cool if our HUD would break/crack when we take some armor damage (% based) and then "repair" when we get armor reps. Fluxes could also cause a little distortion to our HUD.
Youtube
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Hawk-eye Occultus
ARKOMBlNE
194
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Posted - 2014.05.13 15:49:00 -
[85] - Quote
IgniteableAura wrote:[...] Secondly, you got me wishing the HUD could express everything involved in the current "spreadsheet" at the bottom of the HUD when we are targeting something. It would definitely create more immersion. Perhaps there could be a thin white line that signifies our "weapon efficiency" as well. [...]
I was thinking that perhaps a little halo lights up around the targeting reticule to display an "at a glance" indication in addition to the spreadsheet in the corner.
It'd be like:
Green for damage bonus > than X% (SUPER EFFECTIVE)
Doesn't show up if within -¦10% of base damage.
Orange/red for damage penalty > than Y% (Meh...)
Shofixti beats an Ur-Quan Dreadnought and a Kor-Ah Marauder.
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Ace Starburst
Tom Cruise Thetan Army
100
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Posted - 2014.05.13 16:10:00 -
[86] - 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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Maken Tosch
DUST University Ivy League
8531
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Posted - 2014.05.13 17:03:00 -
[87] - Quote
IgniteableAura wrote:Lastly, just a random thought, but I think it would be REAAALY cool if our HUD would break/crack when we take some armor damage (% based) and then "repair" when we get armor reps. Fluxes could also cause a little distortion to our HUD.
That would actually be cool especially the Flux affecting the HUD in some way. Depending on the tier of the flux, the HUD would either suffer minor static or end up going completely bonkers to the point of temporarily shutting down until the effects of the EM wear off.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
8531
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Posted - 2014.05.13 17:05:00 -
[88] - Quote
Ace Starburst wrote:3. Ability to switch to squad mate's vision. Would help in designating targets.
That could actually be a helpful training tool for instructors in the Learning Coalition and Ivy League Alliance so that they can see directly what the trainee did right or wrong and how to improve. This could also enhance the scout role on the actual battlefield.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Ansiiis The Trustworthy
Legio DXIV
1231
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Posted - 2014.05.13 17:15:00 -
[89] - Quote
We definitely need an indicator that says how many (if any) OBs are available.
Check corp tag.
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VicBoss
Militaires-Sans-Frontieres
450
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Posted - 2014.05.13 17:57:00 -
[90] - Quote
The idea for fluxes to damage/ destroy HUD would be awesome, that would also open up the possibility of new grenades/equipment that would disrupt the hud in some way, or remove certain aspects of hud (like no more overheat meter, map etc.). That would be awesome.
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