S Park Finner
BetaMax. CRONOS.
186
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Posted - 2013.07.29 11:41:00 -
[1] - Quote
I'm a beginning pilot and the things that would help me most are...
- structure outlines
- Objectives (If you are up in the air they don't show up)
- A separate red-line for the ground and air boundaries -- say red for the ground, yellow for the air (for those that don't know, the map boundary is bigger in the air than on the ground, so you can land or drop off troops and be instantly out-of-bounds.
- Big - easy to read - N,S,E,W - (helps with orientation and when communicating to team mates)
- Some indication of areas that are too steep to climb -- perhaps some shading for cliff sides (can't land on them, can't drop passengers on them)
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S Park Finner
BetaMax.
189
|
Posted - 2013.07.30 14:49:00 -
[2] - Quote
CCP Android wrote: ... How would you see skills play into this. For example, if I were a pilot and I wanted to train skills that would increase the usefulness of my mini-map. If I then were to switch over to infantry the information on my mini-map would be less useful, unless I was specialized in infantry type of battle analysis
Same goes with modules, maybe we could introduce some sort of a tactical module that can be customized with something similar to EVE module scripts ... Unfortunately, the relationship between the mini-map, suits, modules and skills can't be separated. We can, though, be guided by some principles.
- Mini-maps should be different for drop suits and for vehicles.
- Basic mini-maps should have all the capabilities needed to do the job the suit or vehicle is supposed to do.
- GÇ£ScanningGÇ¥ modules should add role-specific enhancements to the mini-map, not add capabilities. The reasoning is that anyone should be able to play any role at some basic level then have the ability to specialize in it if they find they like it.
- Different vehicle types (LAV, HAV, Aircraft) should have vehicle specific mini-maps designed to enable the role of the vehicle.
- Specialized suits should enhance the capabilities of their corresponding specialized modules. The reasoning is that the suits represent increased player effectiveness and the modules are the way the player chooses a particular functional capability. Suit enhancements would stack with module enhancements and in the case of vehicle and weapon modules, with the higher skill bonuses to provide significant boosts in increasingly narrow ranges. Limitation on the number of modules fitted would provide a core means of balance.
Using the pilot suit as an example... Anyone could pilot a vehicle and fit their suit or vehicle with any module they have skill for. A basic suit gets a basic mini-map appropriate to the vehicle.
A generic scanning skill would enable various HUD and mini-map upgrade modules and give them a boost at higher levels. As an example, all mini-maps would give some kind of threat warning like a beep at lock on and icon on the mini-map edge. An GÇ£early warningGÇ¥ module could give the warning earlier and at higher levels show the track of the incoming missile. At the highest level the module could expand the mini-map to show the track sooner.
A pilot suit could increase the effectiveness of all vehicle specific modules so the early warning module would give even faster response and earlier expansion of the mini-map.
An Aircraft pilot suit specialization could enable pilot suit early warning modules that would stack with vehicle early warning modules and give bonuses to both those modules. It might even focus on particular threat types, for example missiles.
The result would be that a really paranoid aircraft pilot could stack all kinds of threat awareness bonuses but at the expense of modules that, for example, improved vehicle handling, tanking, or damage dealing. |