| Pages: 1 :: [one page] |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Naverin
|
Posted - 2006.05.17 17:12:00 -
[1]
the idea for me would be for ice harvesters mainly. A little bar on the UI through the active module giving a rough time left via sliding bar type thing.. this way you can see when your ive harvester's next pull will be roughly.
could work with all modules.. those long projectiles.. you can see when your next volly will be ready..
regular miners?
Just somthing usefull i think
|

Drizit
|
Posted - 2006.05.17 18:18:00 -
[2]
Agreed.
It's a topic that was brought up a while ago and since then others in various threads have said it. Even missiles, could have it, you can then see if it's worth letting the next volley off. Many a time I have seen a volley go off just as my lasers have popped the target.
Even things like Tractor beams and cloaking devices need it.
--
|

Akbar Jafarr
|
Posted - 2006.05.17 18:38:00 -
[3]
/signed.
But how would you graphically represent it in a way that would be clear, yet not clutter the interface?
Also if you could turn off a module pre-maturely. Sometimes Im waiting for a while after nailing one frigate before my webber works again.
|

Cptn Z
|
Posted - 2006.05.18 11:04:00 -
[4]
Originally by: Akbar Jafarr /signed. But how would you graphically represent it in a way that would be clear, yet not clutter the interface?
I'm thinking of something like old building indicator in Command & Conquer - a darker sector (decreasing with time) over the module image. Won't take additional place, won't require watching for 10 different places on the screen.
Quote:
Also if you could turn off a module pre-maturely. Sometimes Im waiting for a while after nailing one frigate before my webber works again.
Probably a bad idea, as some people will start turning modules on/off like mad to increase, say, ROF. --- Regards, Z |

Dravin Dread
|
Posted - 2006.05.19 06:27:00 -
[5]
Edited by: Dravin Dread on 19/05/2006 06:27:33
Originally by: Akbar Jafarr /signed. But how would you graphically represent it in a way that would be clear, yet not clutter the interface?
Each module has its little circle, flashing green at you, perhaps the "green" bit could be like a pie slice, going around the module icon clockwise. It might not display the time in seconds, but visually you'd get used to how fast the pie slice grows, kind of like how the capacitor graphic works now ... though that is counter clockwise. |

ThaHandy
|
Posted - 2006.05.19 14:11:00 -
[6]
Edited by: ThaHandy on 19/05/2006 14:13:20 Edited by: ThaHandy on 19/05/2006 14:12:32
Originally by: Dravin Dread Edited by: Dravin Dread on 19/05/2006 06:27:33
Originally by: Akbar Jafarr /signed. But how would you graphically represent it in a way that would be clear, yet not clutter the interface?
Each module has its little circle, flashing green at you, perhaps the "green" bit could be like a pie slice, going around the module icon clockwise. It might not display the time in seconds, but visually you'd get used to how fast the pie slice grows, kind of like how the capacitor graphic works now ... though that is counter clockwise.
i had that idea to :)
ive made an topic about it, bit its forgotten
I've made an example of it: here (15MB AVI/Xvid)
its raugly edited, but u get the idea
|

Lord Slater
|
Posted - 2006.05.19 14:35:00 -
[7]
Simplest solution is how it was done in comand and conquor. The button goes to grey scale and as the cycle progresses the greyscale is removed till the cycle is done. Meanwhile in the centre of the button is a percentage counter.
Best thing is it created no more clutter as its on-top of the module button itself. ----------------------------------------------- YYAARRHH HAHAHA IM THE HAPPY PIRATE
|

Iron Wraith
|
Posted - 2006.05.19 14:42:00 -
[8]
clock action, pie action, what ever you call it. its so intuative and easy to read. definitly wins over a bar.
Silkroad online uses that and the second you first click on a skill and see it darken then the clock effect repaints it you know exactly what its telling you. "i cant use that skill again till the dark has gone". no user training is needed. no explination as to what it means. we all know what a clock is and we all know if something is greyed out/darkened then its not available for use till its back to normal.
as a bonus it will be easier to see than the green flashing, which is sometimes hard to see in the thick of the action. it can also be worked in with the green and orange indicator telling you if its active or stopping.
it will be a real boon for combat when trying to time modules to work together. eg cap booster + tank when ure under heavy nos. or nos + tank when your the one nossing.
while there may be some "leet" players chanting "one thousand, two thousand, three thousand" to get their timing perfected it would be nice to open timing up to a much larger player base with a visual indication on how things are progressing. its still not gonna pamper to the brain dead, they need the ability to slave modules to each other to get optimal timing out of their ships. so those willing to learn some real skills will benifit, and those able to time already wont need to focus so much on maintaining their sence of timing.
after playing silkroad i know that even fast modules could benifit from this. while you dont need to worry about combo's it will give a much better feeling of the pace of combat if your frigs guns rattle through the ammo with the clock almost a blur while your BS has a slow and steady pace to its firing. the same speed green flashing is ok and lets you know things havent stopped, but a clock indicater would add so much to the interface.
as for the dev's work. sorry . i know you send a message to change the alpha for the flashing effect. so this would involve a complete re-write of that code. but u gotta admit, it would be very usefull and very cool . go on, you know it makes sence 
Because sometimes you just have to go back to your roots: [2005.02.20 01:08:03] (combat) Your Civilian Light Electron Blaster perfectly strikes Serpentis Smuggler, wrecking for 20.3 damage. |
| |
|
| Pages: 1 :: [one page] |