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Adstellarum
G I A N T
27
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Posted - 2013.04.08 00:41:00 -
[1] - Quote
I've put some of this in other people's threads trying to help their cause but I also wanted to put it here in this thread here because it is important that Logi's get this information.....
First and Foremost on the downed player there should be a clearly VISIBLE bleed out timer whether it is simply just counting down seconds or just showing a little RED bar slowly draining on his screen. Why is this important, if a person is on the other side of the map and he wishes to save his teammate while crossing a battlefield, and if he and his comrade who is down know roughly how much time he has to live before having to respawn or is possible to pick up then that logi friend may put the effort into actually getting there... we all know that once PC hits those clones will be utterly expensive if buying the Packs. This bleed out timer should also hover over the body for Logi's to see (they are connected to TACNET are they not?)
2nd. there should be a distance to downed teammates this should show for all downed teammates not just for squad mates and with the distance it should also show elevation from current plane that the Logi is on this will allow the logi to know if he has to climb a set of stairs well before arriving saving valuable time or if he has to jump over a ridge to get this fallen comrade because he is on the other side of the wall at a base of stairs.
3rd. the distance shown to the logi's should also be available to the downed teammate... if the closest person with a needle is 150m away and he only has 5 seconds in his bleed out timer bleeding out would be faster way to return to the battle as the logi wouldn't be able to make it unless in a vehicle
4th. this has to deal with the upcoming rerelease of Scanners, drop suit scan profile and drop suit scan precision need to reflect skills and modules present on a given drop suit fitting.
5th. it would also be nice to know the weapon capacity of Teammates if you are carrying nanohives... teammates are full, won't waste a Nano hive deploying one to full teammates or a teammate has less than 25% ammo looks like the perfect opportunity to fill him with ammo before he dashes out to break through the enemy lines. this would appear as an icon next to the ally it would show 100%, 75%, 50%, 25% and 0% and no in-between, so 100% would cover 85% to 100, 75% would be 60 to 85%, 50% would be 35% to 60%, and 25% would cover 10% to 35% and 0 would below 10% ammo probably easiest way to show it would be maybe have 4 squares in the box lines won't work only because they can become hard to distinguish at long distances from the TV
Edit: feel free to add your ideas to information that would greatly improve Logi performance on the field... please do assume that not everyone has a mic for whatever reason they may have |
ShwerShwerShwer
The Marching Mercs
6
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Posted - 2013.04.08 01:07:00 -
[2] - Quote
Let me start by saying that I fully support this as a logi user and team player.
Now what I really think needs to happen is that each class should have different HUDs. Scouts should have a wider field of view and see stats on enemies, logis should see stats on teammates, assaults should see stats on enemies (but not as much as scouts, maybe only weapon related stats), and heavies should see the least since they have the weakest scanners. |
ARF 1049
The Phoenix Federation
10
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Posted - 2013.04.08 02:11:00 -
[3] - Quote
yes and different suits should have screen blind spots and different fields of view scout being able to hear see and sense enemies and have large FOV and no blind spots while heavies should be big brutes with maybe a very digital pixelized looking screen with a lower FOV and no visual differential on teammates and some on enemies like health logis should have reasonable maybe a glassed yellow looking overlay and health, ammo, bleed out time and more visible health bar with blind spots on the upper corners and a triangle type thing in the lower and upper center of the screen. the assault should have a reasonable blue looking maybe occasional static crackle on there screen and a slightly higher FOV than logis and a blind spot running down the upper rim of the screen (blind spots are sort of blurry greyish areas that are harder to see through depending on the suit) but that is my idea making suits seem different and make people really reconsider some things on there suits and make the battle a bit more balanced but this has been my idea from the beginning basically
Scout: clear and very visible see some specs on enemy and team high FOV and increased scanning green tint Assault: bluish occasional static crackled overlay reasonable FOV and mild blind spots on top and bottom of screen in an arch Logistics: yellow fogged overlay shows all specs on team and not enemy has a "binocular" shaped blindspot and reasonable FOV Heavy: red-grey overlay low FOV and heavy thick blind spots mainly on bottom of the suit these are just my ideas of making the suits seem more balanced and having them fall into there correct placement for a weapon type and usage also depending on the type of suit muzzle flash can be more severe causing less visibility like scout and AR's muzzle flash causes a static white overlay around the weapons hip fire aim box when fired continuosly until it adjusts then it would be a dark spot kind of a smart tint type of set up. see what i am getting at here? |
Adstellarum
G I A N T
31
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Posted - 2013.04.09 01:22:00 -
[4] - Quote
bump |
Adstellarum
G I A N T
32
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Posted - 2013.04.09 19:48:00 -
[5] - Quote
bump |
Daedric Lothar
Onslaught Inc
150
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Posted - 2013.04.09 20:10:00 -
[6] - Quote
Why do good threads have giant walls of text and then get ignored.
Maybe if you break this down into like 5 different post some of it will get noticed. I like most of this. |
Robert JD Niewiadomski
NULLIMPEX INC
46
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Posted - 2013.04.09 20:36:00 -
[7] - Quote
+1 ...and bump. C'mon ppl, hit "Like" for OP if you support his cause |
Adstellarum
G I A N T
37
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Posted - 2013.04.10 16:01:00 -
[8] - Quote
bump |
Garrett Blacknova
Codex Troopers
2438
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Posted - 2013.04.10 16:27:00 -
[9] - Quote
I know there have been other threads about this.
I've given out a lot of +1s for this idea.
Have another +1 from me. |
BootStrapWill
R.I.f.t
14
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Posted - 2013.04.11 13:58:00 -
[10] - Quote
I love the idea of OP, but I'm not so sure about the restrictive view HUD from ARF.
The way I see it, all the Dropsuits have a HUD like Iron Man. We aren't "seeing" through any portion of the face-mask, as that would introduce structural instability (insert lore reasoning, yada yada). It would seem to me, especially with the Scout, that there are visual sensors around the helmet that feed into a smart glass HUD inside the face plate, and that is the layout we see.
I agree with the need to add extra layers to the visible HUD, especially information on team-mates, but I think we can safely agree that if we try to nerf the Heavy view screen we'll have an unrelenting wave of QQ from all the heavy's that can't see kitten. Not to mention from a military stand-point, I doubt they would create a suit that's "the perfect amalgam of science and religion. Aesthetics are as important as function, because to the Amarr, aesthetics are function.", and gimp it with a screen resolution from 1955.
By no means is this a call to not upgrade the HUD. We certainly need a kittening upgrade to the visuals represented. As a Logi I would benefit directly from the bleed out, and the Ammo counter, but blind-spots don't make sense for a futuristic battle suit. I would think that would be one of the first things that got corrected in R&D. |
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