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CaptBuckle
3dge of D4rkness SoulWing Alliance
10
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Posted - 2012.11.29 17:37:00 -
[1] - Quote
(Apologies if this posts twice...forum might have timed out on me or something...)
In EVE, you can bring up a positionable window for your squadron/wing/fleet that gives the status (shield/armor/hull), whether they are in system and/or are warping, etc.
I can understand that a positionable window may be cumbersome for a console shooter, but I think there is definite need for the same thing in DUST. In particular, a Squad Status HUD at least needs to display:
- Proximity (and/or bearing relative to our own)
- Status (shield/armor when up, bleedout timer when down, drop timer and/or drop point when dropping in)
- Comm activity (the "who's talking" indicator others have requested)
I'm sure most players would like to be able to taggle the Squad Status HUD on/off...but I believe for the squad leader, the Squad Status HUD should always default to "on" at least when initially dropping onto the map. It probably should also be visible in map/objective view, as well.
By defaulting the Squad Status HUD to "on", this also addresses the complaint others have had that there needs to be some sort of notification that you are the squad leader. I know I have wondered a few times if someone was going to set any objectives...then facepalmed when I realized _I_ was the chump that was dropping the ball.
(Obviously, when the Squad Status HUD is displayed, the squad leader should always be top of the list...that will serve as squad leader notification for players that always keep the HUD enabled, and don't just wait for it to auto-activate.)
Finally, all leaders, up to and including the topmost OIC, whenever that role is introduced, could us a (optional) higher level Status HUD with a line for each squad, with the following information:
- Squad leader name
- Some sort of attrition indicator (active vs. total members in squad)
- (maybe) average "health" (as in what portion of max HP remains)
- Current order (Attack/Capture/Defend/Rally)
- Current target of order (Either specific objective, "Inst" for an installation, or "Asset" for a mobile vehicle or merc, whether ally or enemy.)
This would allow some rudimentary command and control for squads and teams for whom [edit: "...for those not using headsets."]
I don't think any of these requests are new, and I don't know the best way to implement them with typical console controller interface. But I just wanted to try to consolidate what I have read from others into a more cohesive feature request.
As for the controller...you already have a "command tree" of sorts, initiated with the R2 button...which will either select equipment, or if R3 is pressed, will then allow an objective to be set. Maybe R2->L1 could be used to activate HUD options. Might even be able to use R2->L1, then us RS to select a position on screen for the HUD readout, and...using the same fitting mechanics, then hit X to choose which HUD display to "root" at that point. But for the more casual player, a quick tap of R2->L1 should just toggle all optional HUD elements...kinda like a quick tap of R2 swaps between weapons.
Anyway, it's just a thought, and something I think might add to the game with little or no risk of any play-balance concerns. |
CaptBuckle
3dge of D4rkness SoulWing Alliance
10
|
Posted - 2012.11.30 01:31:00 -
[2] - Quote
OK, I remembered mention of something like this, before...but finally found the "Squad list on HUD" thread and discovered that this is incredibly similar to what was already requested on that thread.
Apologies for eating forum space. |
Soulskulptor
RED COLONIAL MARINES Covert Intervention
8
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Posted - 2012.12.25 00:02:00 -
[3] - Quote
They really do need to put in a bleed-out timer. Not only should it be visible to the downed player but any medics as well. I try and play a medic as best as i can and I'd like to know how long i have to try and resuscitate someone. Also, one of the first things I do when a game starts is see who the squad leader is. I rarely see someone actually give orders when I'm not the squad leader.
Quote:As for the controller...you already have a "command tree" of sorts, initiated with the R2 button...which will either select equipment, or if R3 is pressed, will then allow an objective to be set. Maybe R2->L1 could be used to activate HUD options. Might even be able to use R2->L1, then us RS to select a position on screen for the HUD readout, and...using the same fitting mechanics, then hit X to choose which HUD display to "root" at that point. But for the more casual player, a quick tap of R2->L1 should just toggle all optional HUD elements...kinda like a quick tap of R2 swaps between weapons.
Kinda confused with that. Do they have a command UI that can be used without needing to bring out the map? Can i just single something out just by targeting? |
Avoll Trestous
Villore Sec Ops Gallente Federation
0
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Posted - 2012.12.25 01:16:00 -
[4] - Quote
I would like to have an indicator on the minimap when I am down that shows who has triage units. The current, "Triage unit in your area" message on the HUD is not enough information. |
Dominus Fatali
Nox Aeterna Security
34
|
Posted - 2012.12.25 01:25:00 -
[5] - Quote
What I would like to see is any easy way to tell how many war points your squad has (and how close to an precision strike you are). |
CaptBuckle
3dge of D4rkness SoulWing Alliance
10
|
Posted - 2012.12.25 02:30:00 -
[6] - Quote
Soulskulptor wrote:Quote:As for the controller...you already have a "command tree" of sorts, initiated with the R2 button...which will either select equipment, or if R3 is pressed, will then allow an objective to be set. Maybe R2->L1 could be used to activate HUD options. Might even be able to use R2->L1, then us RS to select a position on screen for the HUD readout, and...using the same fitting mechanics, then hit X to choose which HUD display to "root" at that point. But for the more casual player, a quick tap of R2->L1 should just toggle all optional HUD elements...kinda like a quick tap of R2 swaps between weapons. Kinda confused with that. Do they have a command UI that can be used without needing to bring out the map? Can i just single something out just by targeting?
You betcha!
- On a DS3 controller, hold R2, as if you were going to pop out a nanohive or something.
- Click R3 (push down on the right stick) and the menu changes to your four orders: attack, defend, capture and rally (not necessarily in that order).
- Now use the right stick to select one of these and release R2, then release the right stick Your reticule will now show what order was selected.
- Move it over the objective indicator on the hud ("target" the objective).
- Finally, when you have your target centered in the reticule, click R1 as if you were going to "shoot" it. Now the objective should be set.
You can also set attack orders on enemy dropsuits, vehicles, turrets, etc. Rally might be a little more dicey as to which patch of ground you have targeted...
But yeah, I was thinking of implementing a similar branch on that interface tree to toggle various components and thereby customize the HUD display. |
CaptBuckle
3dge of D4rkness SoulWing Alliance
10
|
Posted - 2012.12.25 02:34:00 -
[7] - Quote
Avoll Trestous wrote:I would like to have an indicator on the minimap when I am down that shows who has triage units. The current, "Triage unit in your area" message on the HUD is not enough information.
I'm still not sure if I like this suggestion...but I don't _dislike_ it, either. Could be useful to know where that triage is in relation to the red dots that got you. Might help decide if it's worth a teammate risking enemy fire to revive you. For instance, I think some use a tactic of camping a corpse to try to get an easy kill on logibro/triage fits. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2012.12.25 03:20:00 -
[8] - Quote
I have something similar to OP's suggestion in mind, although in a bit another context.
Gonna post the things I've been scetching soon. |
Lexotican Fury
Chatelain Rapid Response Gallente Federation
0
|
Posted - 2012.12.25 03:31:00 -
[9] - Quote
Since its the same topic, but taken a different route, it should be valid to post in this thread, if not: sorry.
My idea for mercenary helmet HUD is based on what would one would likely actually see and what one would likely actually be provided if in a real situation; if those helmets our characters wear were real and we actually were looking out through them. Like a cockpit view, for the helmet; similar to Star Wars: Republic Commando, but with DUST514 helmets. For things not relevant: leave blank, but not to be used for useless, and unnecessary information.
Icon real-estate needs to be simple and ergonomic, prioritizing relevant L.O.S.(line of sight) field-data over Field Marshal level command field-data, for each individual soldier. Information overload for foot soldiers is a problem when on the front lines, in addition to being a major operational security risk, giving each soldier Field Marshal level command field-data access. In a real situation, something like the suit's self-destruct sequence, via the despawn-effect, would not be good enough for operational security, to protect high level information; because capture of a living soldier could and would be very likely.
Icon real-estate would be limited to internal helmet (scope )sides(right, left, top, bottom) for non-L.O.S. field-data, while using something like organic crystal display overlay to add information to L.O.S. field-data.
External device and weapon readout information would be limited to being on the device or weapon itself, like with electronic markers(paintball guns). It is a waste of icon real-estate, power supply, and with wireless hazards such as E.C.M.(electronic counter measure) interference, or connective wiring ergonomic maneuverability hazards, to put such icons into the helmet's HUD. Internal helmet sides' icon real-estate would be prioritized to one's own suit's conditional statuses and very little, if any, squad and team information. Most icons would be pre-set in shape, limited to small meaningful designs, and color coding for meaningful statuses. The information present would also need to be somewhat encrypted as to their meaning, in specifics, during pre-descent to the field; such that squad-mate names would not be listed, but there would be icons, and out-of-field-data would clarify which icon meets up to which actual person. In a real war, you'd already know your squad-mates and possibly team-mates, to the degree required of you in the field, before you get into battle, or be able to figure it out in the field without useless additional information pertaining to each squad-mate's specific names, cluttering up your HUD real-estate.
- Internal helmet sides' icon real-estate would be:
Structural Integrity shown via a segmented figure, with safety containment features per suit segment, to keep them as separate as possible, for overall survivability. Shown via color coding to indicate intact/damaged/inoperable. In addition, there would also be: - External Environmental Conditions: -- radiation(gamma), thermal(Kelvin), electric disturbances(EM), atmospheric pressure(atm), atmospheric composition(%-ratios). - Internal Environmental Conditions: -- radiation(gamma), thermal(Kelvin), electric disturbances(EM), atmospheric pressure(atm), atmospheric composition(%-ratios). Both with color coding to indicate severity of your situation. And there may also include a medical analysis readout showing one's heart beat, to help soldiers maintain their cool in the heat of battle, and work towards assisting with anti-shock procedures; knowing when to best self-inject medical stims, or some such.
- And then for squad and team information, operational security becomes an issue, so network connectivity would likely be restricted to limited W.A.N.(wide area network) fields, cutting off field-support-data when out of range of primary, current, operational zones. When in connection to the primary operation zones, there would be:
Symbolic icons representing each squad-mate, first is unique in design, with another indicating their pre-descent field-role among the squad, of a self-proclaimed focus(not necessarily true), with an add-on indicator to represent leadership, with color coding to indicate overall conditional status of each, and an add-on icon indicating active voice communication. 1!(A)(B)(C)(D)# 2!(A)(B)(C)(D)# 3!(A)(B)(C)(D)# 4!(A)(B)(C)(D)# where 1,2,3,4=unique-icon, !=leadership, A=type1, B=type2, C=type3, D=type4, #=active-voice Since max squad is 5, and such icons are the available options: only those that are relevant are lite up, and to the relevant color.
And possibly some very limited external squad, internal team, general icons with overall average networked members' conditional statuses, summarizing the other squads entirely to single icons.
... |
Lexotican Fury
Chatelain Rapid Response Gallente Federation
0
|
Posted - 2012.12.25 03:31:00 -
[10] - Quote
...
Then in the L.O.S. field-data overlay it shows squad-mate statuses, and team-mates statuses specifically, but only when networked to you, but for operational security concerns: external squads are not networked to you unless through primary operational zones, as intermediaries.
Auto-targeting of non-friendly operational suits, vehicles, structures, and target-painting information would make sense to be displayed on the organic crystal display faceplate overlay, via direct L.O.S. of self and and or fellow teammates, but it would not make sense to indicate who is fighting what, specifically, the general conditional statuses of enemies, nor where devastated-"inoperable" allies are, unless within direct L.O.S.. Of course, a problem with this, which is a double edged sword issue, is that: external squads outside of primary operation zones would be auto-targeted the same as enemies. If it links up, via network, then it means that a single captured soldiers' suit's algorithms could be run through the enemies' network to track down all allies, which would make covert rescue operations impossible.
Information is a resource, and a form of power; too much of it without proper security protocols will bring about one's own downfall.
Opening up the map view is relatively similar to taking out a data-pad with larger field-data, or out-of-field-data on it. |
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CaptBuckle
3dge of D4rkness SoulWing Alliance
10
|
Posted - 2012.12.25 05:59:00 -
[11] - Quote
Lexotican Fury wrote:Since its the same topic, but taken a different route, it should be valid to post in this thread, if not: sorry. My idea for mercenary helmet HUD is based on what would one would likely actually see and what one would likely actually be provided if in a real situation; if those helmets our characters wear were real and we actually were looking out through them. Like a cockpit view, for the helmet; similar to Star Wars: Republic Commando, but with DUST514 helmets. For things not relevant: leave blank, but not to be used for useless, and unnecessary information. Icon real-estate needs to be simple and ergonomic, prioritizing relevant L.O.S.(line of sight) field-data over Field Marshal level command field-data, for each individual soldier. Information overload for foot soldiers is a problem when on the front lines, in addition to being a major operational security risk, giving each soldier Field Marshal level command field-data access. In a real situation, something like the suit's self-destruct sequence, via the despawn-effect, would not be good enough for operational security, to protect high level information; because capture of a living soldier could and would be very likely. Icon real-estate would be limited to internal helmet (scope )sides(right, left, top, bottom) for non-L.O.S. field-data, while using something like organic crystal display overlay to add information to L.O.S. field-data. External device and weapon readout information would be limited to being on the device or weapon itself, like with electronic markers(paintball guns). It is a waste of icon real-estate, power supply, and with wireless hazards such as E.C.M.(electronic counter measure) interference, or connective wiring ergonomic maneuverability hazards, to put such icons into the helmet's HUD. Internal helmet sides' icon real-estate would be prioritized to one's own suit's conditional statuses and very little, if any, squad and team information. Most icons would be pre-set in shape, limited to small meaningful designs, and color coding for meaningful statuses. The information present would also need to be somewhat encrypted as to their meaning, in specifics, during pre-descent to the field; such that squad-mate names would not be listed, but there would be icons, and out-of-field-data would clarify which icon meets up to which actual person. In a real war, you'd already know your squad-mates and possibly team-mates, to the degree required of you in the field, before you get into battle, or be able to figure it out in the field without useless additional information pertaining to each squad-mate's specific names, cluttering up your HUD real-estate.
- Internal helmet sides' icon real-estate would be:
Structural Integrity shown via a segmented figure, with safety containment features per suit segment, to keep them as separate as possible, for overall survivability. Shown via color coding to indicate intact/damaged/inoperable. In addition, there would also be: - External Environmental Conditions: -- radiation(gamma), thermal(Kelvin), electric disturbances(EM), atmospheric pressure(atm), atmospheric composition(%-ratios). - Internal Environmental Conditions: -- radiation(gamma), thermal(Kelvin), electric disturbances(EM), atmospheric pressure(atm), atmospheric composition(%-ratios). Both with color coding to indicate severity of your situation. And there may also include a medical analysis readout showing one's heart beat, to help soldiers maintain their cool in the heat of battle, and work towards assisting with anti-shock procedures; knowing when to best self-inject medical stims, or some such.
- And then for squad and team information, operational security becomes an issue, so network connectivity would likely be restricted to limited W.A.N.(wide area network) fields, cutting off field-support-data when out of range of primary, current, operational zones. When in connection to the primary operation zones, there would be:
Symbolic icons representing each squad-mate, first is unique in design, with another indicating their pre-descent field-role among the squad, of a self-proclaimed focus(not necessarily true), with an add-on indicator to represent leadership, with color coding to indicate overall conditional status of each, and an add-on icon indicating active voice communication. 1!(A)(B)(C)(D)# 2!(A)(B)(C)(D)# 3!(A)(B)(C)(D)# 4!(A)(B)(C)(D)# where 1,2,3,4=unique-icon, !=leadership, A=type1, B=type2, C=type3, D=type4, #=active-voice Since max squad is 5, and such icons are the available options: only those that are relevant are lite up, and to the relevant color.
And possibly some very limited external squad, internal team, general icons with overall average networked members' conditional statuses, summarizing the other squads entirely to single icons.
...
I really appreciate the level of detail and thought that you put into this. I understand the desire for an immersive experience, but even so I think there are limits. For instance, atmospheric pressure and compensation? We're most likely breathing the suit's internal air supply, no matter what the circumstances. Breath may actually be one of the vectors through which pharmacological enhancements ("booster" drugs) might be delivered, as well. And I severely doubt the dev's are going to adjust how far sound carries based on atmo.
I was thinking the expanded HUD should still be limited to _game_ relevant information, not what would be on the HUD in a real environment. Mercs aren't sent to collect soil and air samples. |
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