Forums » Suggestions
opaque black background for radar
i cannot see people coming to kill me when i am up close to an ice roid mining and its blinding out my transparent radar. if the radar background had an 'opaque' option instead of transparent then there wouldnt be this problem. i also get the radar blips confused with stars and asteroids sometimes.
i agree, the option would be nice to have. mabie even better if it where automatic when a red, or white, or gold (guild ;) ) blip came into the radar as an option in the menu
(sorry dev's i know what a pain that would be in programing but it sounds cool)
(sorry dev's i know what a pain that would be in programing but it sounds cool)
Okay am I the only one that thinks the "options" are becoming annoying?
Vendetta is becoming the game of 1000 toggles.
That said, I disagree with giving the radar an opaque background. If you're that worried about not seeing your radar adjust your course, but I see it as just another strategy that comes into play. I've dueled people in systems with large suns, and it's not easy if you end up facing the sun, good tactic in my book.
Vendetta is becoming the game of 1000 toggles.
That said, I disagree with giving the radar an opaque background. If you're that worried about not seeing your radar adjust your course, but I see it as just another strategy that comes into play. I've dueled people in systems with large suns, and it's not easy if you end up facing the sun, good tactic in my book.
Customizability is never a bad thing, so long as it doesn't interfere with gameplay. The only objection I have to this is that it would take "dev time" away from more important matters.
I for one would never use an opaque black background for the radar, imho I think it would look a little tacky. After all, hardly anything else in the HUD is opaque. Or at least make it an opaque olive green like the cargo hold field and the ship status field.
I for one would never use an opaque black background for the radar, imho I think it would look a little tacky. After all, hardly anything else in the HUD is opaque. Or at least make it an opaque olive green like the cargo hold field and the ship status field.
I've wanted an opaque background since minute one of my trial account. Please add this to some fix/bug update please.
cam i agree options are annoying. especially when the UI is so bad that you are accidentally toggling stuff when you dont mean to and cant figure out how to get it back to normal.
but i feel this is an important option for miners. a miner who is inside of a huge iceberg asteroid needs to know if a pirate is sneaking up on him or her. the existing radar makes this very difficult. inside such an asteroid cluster, everywhere you turn the sky is blinding white, washing out the radar. an easy to read radar is a necessity here. as soon as you see that enemy blip, you have to cut and run. a split second can mean the difference between life and death.
it would be not be hard to change the code here. all they have to do is to add an option to the 'options' menu, add a variable to store which option the user has selected, add an 'if' statement to the radar-drawing routine to figure out which option the user has selected, add an entry into the manual describing this, and then change the 'alpha-value' of the radar background so that there is an opaquer version, then test it. in the worst case i can imagine, this would take 2 hours of work. in the best case i can imagine, it would take 20 minutes.
but i feel this is an important option for miners. a miner who is inside of a huge iceberg asteroid needs to know if a pirate is sneaking up on him or her. the existing radar makes this very difficult. inside such an asteroid cluster, everywhere you turn the sky is blinding white, washing out the radar. an easy to read radar is a necessity here. as soon as you see that enemy blip, you have to cut and run. a split second can mean the difference between life and death.
it would be not be hard to change the code here. all they have to do is to add an option to the 'options' menu, add a variable to store which option the user has selected, add an 'if' statement to the radar-drawing routine to figure out which option the user has selected, add an entry into the manual describing this, and then change the 'alpha-value' of the radar background so that there is an opaquer version, then test it. in the worst case i can imagine, this would take 2 hours of work. in the best case i can imagine, it would take 20 minutes.
See I'm one of the people who would rather have REAL line of sight radar, meaning we could hide behind asteroids, so your scenario is exactly where I wouldn't want you to be able to see people sneaking up on you.
Why not just put a UI Opacity slider in?
Why not just update the /set variable that controls the opacity?
Cam: too much work
Ctishman: possibly too much work
Spider: is there a /set variable that controls opacity of the HUD? its not in the manual.
Ctishman: possibly too much work
Spider: is there a /set variable that controls opacity of the HUD? its not in the manual.
no, there isn't. thats why I suggest updating to add it. there's no need for a gui for a thing like this, and the opacity has to be controlled by some variable at some point..
and there is already fex. rStationMenuAlpha , so there could just be a rRadarAlpha to go with it
and there is already fex. rStationMenuAlpha , so there could just be a rRadarAlpha to go with it