Forums » Suggestions
slight target lock graphic tweak maybe?
Just was wondering if maybe a 2d target lock indicator like the lead ahead one would look better than a 3d box around the target...
I just think the box around the ship diverts my attention from the ship itself, im looking more at the box than the pretty ship...
;)
Jonathan
I just think the box around the ship diverts my attention from the ship itself, im looking more at the box than the pretty ship...
;)
Jonathan
Your best bet is to not pay attention to either and focus on the targeting reticule. Otherwise you might find yourself focusing on the pretty explosion your ship will make. :P
Hehe.
Actually, we're probably going to change it from a 3d box to a 2d box.
Actually, we're probably going to change it from a 3d box to a 2d box.
Really?
I'd hope we would get some kind of target heading indicator, because at longer ranges the 3D red box is the easiest way to tell the orientation of a ship.
I'd hope we would get some kind of target heading indicator, because at longer ranges the 3D red box is the easiest way to tell the orientation of a ship.
I don't know how difficult this would be, but in some other games in the targeting info box it would have your target visible, along with current facing, relative to you.
This would both let you know where it's looking, and also make it easier to see what your target looks like without getting in their face. :)
This would both let you know where it's looking, and also make it easier to see what your target looks like without getting in their face. :)
Sure. What's a good pictorial indication of a target's heading? Got any ideas/sample screenshots maybe?
YAY! Another mockup party! Maybe I'll fire up photoshop after econ.
I'd suggest just rendering the model in a small window next to the target info, and have the model pointing the same direction as your target is, relative to you.
That way you don't need a new media asset for it. Just use the in-game model/texture. You could possibly render it behind the actual targeting data, as well, to save space.
That way you don't need a new media asset for it. Just use the in-game model/texture. You could possibly render it behind the actual targeting data, as well, to save space.
How about a simply a rendered arrow (elongated triangle, whatever) that's placed in front of the target ship when the range is above, oh, 700m.
Matrix
Matrix
a1k0n: A little green pointer triangle?