Wolodymyr
Breaking Ambitions Solid Foundation
114
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Posted - 2012.04.11 21:31:00 -
[1] - Quote
So whenever you get into a fight there are two spaces on your screen that you can stare at to tell what is going on in the fight: You can stare into space and see all the little boxes floating there shooting at one another. Or you can stare at the little spreadsheet overview.
To silence every neckbeard on the internet who calls eve spreadsheets in space I'd like the UI to pack more useful information into the "in space" view of eve, so that people who are super serious about pvp can get away with staring into space at the actual fight rather than watching names slide up and down on the little spreadsheet overview.
First all of the status effects in space need to be a lot more noticable. Right now energy neuts, remote reps, and sensor boosters are the only effects that show up well enough. No matter how far zoomed out you are you can always see the purple and red lightning of an energy neutralizer and tell who is neuting who. But ECM, sensor dampeners, tracking disruptors, warp disrupters, and every thing else needs o be a lot brighter and a lot less opaque.
Next we could take some of the information that people put in their overview columns and put it in space like they did a few years back with the tactical overlay. So for example tracking and sig radius are two very important stats that a lot of people are unaware of. And right now to be able to see them you need to add an extra two columns on your overview.
What if we took those four spinning white triangles that show up when you lock on to someone and have them convey information about your target's transversal and sig radius.
The speed at which the four triangles spin could be based on the transversal of your target. So when something is orbiting you very quickly or passing by you very fast (high transversal) the four locking triangles could spin a lot faster. And when something has a low transversal the four locking triangles could slow down, and stop spinning when it's transversal reaches zero.
And the distance the four white locking triangles are from the center of the target could be based on the target's signature. When something has a very small signature the four triangles would be far away from the center of the target (indicating that you have a loose lock on it). And when they have a large sig radius the four triangles would be very close to the center of the target (indicating that you have a good lock on something)
So when people are fighting and flying around each other they would try to get the four spinning triangles to stand still and get in tight on your target. This wouldn't give anyone any extra information that they wouldn't have had before. But now instead of staring at a spreadsheet trying to figure out the best time to alpha someone now they can look at the actual fight in space trying to figure out the best time to alpha someone.
Oh yeah and figure out what part of the eve code is slowing down bracket loading so we can turn our brackets on during large fleet fights. |