Forums » Suggestions
Hello,
I woke up this morning and recalled radar screen from some other simulation game out there (i don't remember what game it was exactly).
To get to the point: the game had very good radar object range indication system, which allowed player to get very good idea of how far from the ship every object on the radar is.
I made simple GUI schematics which show what i'm talking about.
This is how the radar screen in Vendetta looks now:
The only and only indication of range is color of every dot on the radar fading out (going darker and darker as object it represents is more distant).
And this is what it would look like after the implementation of the feature:
Alternative variant 1 (thinner lines, less mess on radar):
Alternative variant 2 (my favourite):
How does it work ? Simply put, every line represents the distance from the radar source, to the object visible on the radar.
Depending on the implementation details, all lines may point up, or point up or down to fit the radar screen. In my examples lines point in direction which will give them more space on radar screen (if point is on the top, line points down, if point is on the bottom, line points up).
I think this feature is worth thinking about, because of few reasons:
- We would have much more clear view of what is exactly the distance of every object on the radar from our ship
- It should be VERY easy to implement such thing. Drawing few more lines or rectangles on radar screen (and implementing it in engine) seems 2-3 hours of work for a good programmer. But of course probably few other things would need to be adjusted, so let's make it 2 days :P.
- It would be much better & clear solution for noobs & people without 3D-space orientation. So,
1. Vendetta would become easier to play than it is now,
2. More people would come and play it
3. ????
4. PROFIT ! ;)
What do You think ?
I woke up this morning and recalled radar screen from some other simulation game out there (i don't remember what game it was exactly).
To get to the point: the game had very good radar object range indication system, which allowed player to get very good idea of how far from the ship every object on the radar is.
I made simple GUI schematics which show what i'm talking about.
This is how the radar screen in Vendetta looks now:
The only and only indication of range is color of every dot on the radar fading out (going darker and darker as object it represents is more distant).
And this is what it would look like after the implementation of the feature:
Alternative variant 1 (thinner lines, less mess on radar):
Alternative variant 2 (my favourite):
How does it work ? Simply put, every line represents the distance from the radar source, to the object visible on the radar.
Depending on the implementation details, all lines may point up, or point up or down to fit the radar screen. In my examples lines point in direction which will give them more space on radar screen (if point is on the top, line points down, if point is on the bottom, line points up).
I think this feature is worth thinking about, because of few reasons:
- We would have much more clear view of what is exactly the distance of every object on the radar from our ship
- It should be VERY easy to implement such thing. Drawing few more lines or rectangles on radar screen (and implementing it in engine) seems 2-3 hours of work for a good programmer. But of course probably few other things would need to be adjusted, so let's make it 2 days :P.
- It would be much better & clear solution for noobs & people without 3D-space orientation. So,
1. Vendetta would become easier to play than it is now,
2. More people would come and play it
3. ????
4. PROFIT ! ;)
What do You think ?
I'm afraid it will become incredibly confusing in a sector with a large amount of bots in it. (BS, HS, NW, etc)
Heh also I think this game is relatively easy to play, I don't think it needs to be easier. More challenging, if anything.
Also, you'll want to brace yourself for incoming trolling.
Heh also I think this game is relatively easy to play, I don't think it needs to be easier. More challenging, if anything.
Also, you'll want to brace yourself for incoming trolling.
interesting idea. independance war 2 used a single spherical radar wich was relitivly easy to read even with near 100 contacts. and that could tell you position and rough distance.
But Look, look at the size of the dots on our existing radar. Even one hundred dots is stupid to read.
@Kierky
[[[I'm afraid it will become incredibly confusing in a sector with a large amount of bots in it. (BS, HS, NW, etc)]]]
Yes, but the lines would also fade out.
So You see, the more distant the object is, the less visible it is, and the less mess it will create.
[[[Heh also I think this game is relatively easy to play, I don't think it needs to be easier. More challenging, if anything.]]]
Perhaps for You, You may be a hardcore player. I'm not - i just started and the Vendetta radar seemed very messy for me. The radar from the other game made it much easier to read distances.
[[[I'm afraid it will become incredibly confusing in a sector with a large amount of bots in it. (BS, HS, NW, etc)]]]
Yes, but the lines would also fade out.
So You see, the more distant the object is, the less visible it is, and the less mess it will create.
[[[Heh also I think this game is relatively easy to play, I don't think it needs to be easier. More challenging, if anything.]]]
Perhaps for You, You may be a hardcore player. I'm not - i just started and the Vendetta radar seemed very messy for me. The radar from the other game made it much easier to read distances.
Another thing: this feature of course would be optional (though perhaps enabled by default).
Radar needs a lot of improvement, indeed.
Better color-coding, shapes, size, etc...
Better color-coding, shapes, size, etc...
The problems with radar are existant only in this small brain of Yours.
In mine they are nonexistant as I am quite a hardcore player, so please don't tell me what is right for radar and what not.
In mine they are nonexistant as I am quite a hardcore player, so please don't tell me what is right for radar and what not.
@Dr. Lecter
[[[The problems with radar are existant only in this small brain of Yours.
In mine they are nonexistant as I am quite a hardcore player, so please don't tell me what is right for radar and what not.]]]
Starboard shielding hit.
No damage. Shield status: 100%.
[[[The problems with radar are existant only in this small brain of Yours.
In mine they are nonexistant as I am quite a hardcore player, so please don't tell me what is right for radar and what not.]]]
Starboard shielding hit.
No damage. Shield status: 100%.
This is easily one of the best self-pwnings I've ever seen. And since they locked the thread, you won't be deleting it from posterity.
Of course, as you are quite a hardcore programmer, I needn't tell you that all of that is true.
Of course, as you are quite a hardcore programmer, I needn't tell you that all of that is true.
oh christ i didnt realize he intended those pictures to be to scale
you would think a hard core programmer would know how to do italics on a forum using as old of code as this...
anyways it sounds like we just have a more literate alloh here.
anyways it sounds like we just have a more literate alloh here.
Lecter, quit the commentary and stick to the suggestion.
@the suggestion: there are better ways to indicate range (including the current system of faded vs bright). I don't see the need to implement this suggestion (not to mention I concur with the potential downsides already listed in this thread).
@the suggestion: there are better ways to indicate range (including the current system of faded vs bright). I don't see the need to implement this suggestion (not to mention I concur with the potential downsides already listed in this thread).
@Dr. Lecter
[[[This is easily one of the best self-pwnings I've ever seen. And since they locked the thread, you won't be deleting it from posterity.]]]
Who cares ?
I don't really.
[[[Of course, as you are quite a hardcore programmer, I needn't tell you that all of that is true.]]]
Sheilds holding, hull intact.
You are of course welcome to try other weapons.
[[[This is easily one of the best self-pwnings I've ever seen. And since they locked the thread, you won't be deleting it from posterity.]]]
Who cares ?
I don't really.
[[[Of course, as you are quite a hardcore programmer, I needn't tell you that all of that is true.]]]
Sheilds holding, hull intact.
You are of course welcome to try other weapons.
@Aticephyr
[[[I don't see the need to implement this suggestion (not to mention I concur with the potential downsides already listed in this thread).]]]
You see, the problem with color fading is that it does not scale well. You won't see difference between 20 meters and 50 meters distance.
First: Using the schema from my suggestion You will know fairly exact distance of every object from You. Isn't that cool ?
Second: Using the schema You will also see EXACTLY which objects are closing to You, and which are moving away. And THAT is awesome.
[[[I don't see the need to implement this suggestion (not to mention I concur with the potential downsides already listed in this thread).]]]
You see, the problem with color fading is that it does not scale well. You won't see difference between 20 meters and 50 meters distance.
First: Using the schema from my suggestion You will know fairly exact distance of every object from You. Isn't that cool ?
Second: Using the schema You will also see EXACTLY which objects are closing to You, and which are moving away. And THAT is awesome.
Paladin: I see what you're saying. The current setup isn't as precise as it could be. But how much does that precision affect gameplay? Once a pilot is within 200m, do you really need such fine-grained measurements?
Also, there are a few plugins out there that will show you the 10 closest targets in list form (which I think is a good middle ground). I strongly suggest you check them out.
And finally, check out this post to learn how to quote in a more standard fashion :).
Also, there are a few plugins out there that will show you the 10 closest targets in list form (which I think is a good middle ground). I strongly suggest you check them out.
And finally, check out this post to learn how to quote in a more standard fashion :).
Elite used to use this system and it works pretty good. I am however very used to the system we use now, wich works perfect together with targetless (targetless should become a standard feature imo, it's very usefull for new players)
Sheilds holding, hull intact.
Sensors are detecting a massive increase in douchebaggions, captain!
You are of course welcome to try other weapons.
Tempt me not.
Sensors are detecting a massive increase in douchebaggions, captain!
You are of course welcome to try other weapons.
Tempt me not.
@Dr. Lecter
Sensors are detecting a massive increase in douchebaggions, captain!
No problem. We will take out douchebaggions with anti-neutrino ray.
Tempt me not
Troll proximity warning ! Go to yellow alert !
Sensors are detecting a massive increase in douchebaggions, captain!
No problem. We will take out douchebaggions with anti-neutrino ray.
Tempt me not
Troll proximity warning ! Go to yellow alert !
@ArAsH
I am however very used to the system we use now
You see now. You are used to it, but from the n00b point of view (i know, i'm a noob in this game) such a system would be much easier to play and orient in. As i said earlier, there are many people with not-so-good 3D space orientation and this feature would be a great help to them.
After some time You will also get used to the new system and the increased precision it offers. It just matter of getting used to. But i think it will be much more powerful and fun to play than the one that we have now.
Second, remember that this feature could be optional, so no problem if You want to go to the "old way".
Third, this feature could be made to work only with "alive objects" (everything except asteroids), so the potential mess on the radar screen would be even smaller.
I am however very used to the system we use now
You see now. You are used to it, but from the n00b point of view (i know, i'm a noob in this game) such a system would be much easier to play and orient in. As i said earlier, there are many people with not-so-good 3D space orientation and this feature would be a great help to them.
After some time You will also get used to the new system and the increased precision it offers. It just matter of getting used to. But i think it will be much more powerful and fun to play than the one that we have now.
Second, remember that this feature could be optional, so no problem if You want to go to the "old way".
Third, this feature could be made to work only with "alive objects" (everything except asteroids), so the potential mess on the radar screen would be even smaller.