Viktor Skirov
Heag Enterprises
27
|
Posted - 2013.07.18 15:06:00 -
[1] - Quote
(Those are coming SOONtm)
As title says, when the HUD's come in game, something that make me start asking like a crazy goat, is: How those will be?.
They would be focused on the Racial strengths and weaknesses of the suit?.
I think that every HUD should have a different importance, based on the suit protection.
For example, Gallente Medium frame should have a bigger armor, indicating how much resistance it have left, and the shields should have an smaller bar, but what indicates almost the same importance, the contrary to Caldari, you know.
Also, I believe that a racial class HUD will work even better.
Assault Dropsuits - having a bigger indication on the ammunitions left, and dedicating to the HUD more aggressive indications, for example, having a small space, that shows the distance to the target (not detailed as an scout), a bigger weapon effectiveness ratio displayed (not right next to the target, that could complicate the visualization of other targets.
Scout Dropsuits - should have a radar, that defines more distance, precision and importance, to what's surrounding the user and if he/she already have someone detected. Also, if a cloak module is equipped, next to the radar should be a little bar, indicating the visibility of the suit, and if he/she can be easily detected by simply giving a look to that direction. Profile signature should be there too. (Scouts, I think, should have a passive skill, that makes a possibility of make the environment cause interferences on that specific suit detection, for example, a group of people have you on their radars, and then to run the faster you can to a rock, or something that can cover your visibility, then that rock have a possibility of causing a profile interference, making you Fade away from their radars... ACTIVE SCANNERS can find you, no matter the interferences). And a accurated target's status could be there.
Logistic Dropsuits - Need something that indicates the actual equipment and it's status, also, a bigger importance meter, on the actual shields and armor HP. An relevant radar could work, not effective as the one owned by scouts, and, I think that could be useful, an indicator Showing the HP left on the player that thr logistic is attending (Reparing the armor only, and if it would be possible, recharging the shields with a tool).
Heavy Dropsuits - should have a robust armor and shields indicators, and a little percentage showing it's actual passive resistance, (If using heavy weapons) something, but something big that shows you the ammo left on the weapon, also, an indicator that locks, when a logistic is reparing the armor, and if that logibro stays close, that a two little bar could shows up, and indicate that logistic's left HP.
The HUD could vary depending on the specialization of the suit. Commandos could possibly have an HUD close to the Assault, but keep being heavy.
Pilot Dropsuits - must have almost nothing relevant about the suit, but give a way bigger notifications about the owned vehicle, In and/or out of it. Distance from vehicle, shields/armor left, is it taking damage?, a random player is driving it (no matter the suit, the pilot must be able to replace that unwanted driver, and move it to a turret or even taking him/her out of the vehicle).
If I missed something, or you think that something else could fit, please notify me, and I'll be glad to take that critic/addition. |
Viktor Skirov
Heag Enterprises
27
|
Posted - 2013.07.18 16:39:00 -
[3] - Quote
DeadlyAztec11 wrote:Probably they will all be the same.
With some exceptions:
Gallante - See through Teal colored HUD
Caldari - See through Gray HUD
Amarr - See through Gold HUD
Minmatar - Orange/brown/tan see through HUD
At least I hope, no need for a ton of HUD's. One is going to be way better than the others, making everything else obsolete. Then people will complain that their HUD is OP or UP. Too much trouble over HUD's. Keep it simple or at least give the option to change the HUD without changing suit or race.
(Overpowered HUDs... complains about that would be funny, in a certain perspective).
I understand the color, and I know, or at least I think, that, not only the colors will be different, the structure of the HUD will be too.
As I sayd, I know that eventually that'll come, but what I gave are only ideas that I tought would fit with the suits.
You're right, some HUD's will give an advantage over others if not well balanced... (the original ideas was leave the default race HUD ,for example, imagine that the actual HUD is Caldari, the first depleted bar are the shields [now that I think about it, the secondary bar (armor) gives a feeling of being more endangered when it's being depleted] and it gives a little more relevancy to, as I sayd, the shields, that's what is going to be on the frame, plus the extras of the role, -heavy -medium or light... I hope I explained well what I meant). |