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Coreden
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Posted - 2007.12.14 14:14:00 -
[1]
Currently the Tactical overlay is not the most useful means of judging distances and planning strategies in combat. It is hard to remember what the optimal range of weapons are without using the overlay, and when you do you basically have to zoom out to an eagles eye view of the area, thereby defeating the purpose of cool graphics, A'la the Homeworld situation where players would basically play the entire game from the tactical screen the majority of the time .
My suggestion is pretty simple and in no way affects the present system. Here is how it works:
Once the pilot has locked on to the target (and it should also be the currently selected target) , he hovers his mouse over the module he would like to use against that target.
At this point on the Targetted Ship Icon a statement will pop up just below the icon ( as it is now with current range to target) showing either " Within Range" "Falloff range" or "out of range". Or the other option is use small colored icons: red for out of range, Yellow for falloff range and green for optimal range.
This way the player does not have to refer to the tactical overlay all the time, he has the info instantly.
if you like the idea , please sign belwo 
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Korran Minare
Gallente Spaced Cowboys
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Posted - 2007.12.14 15:06:00 -
[2]
very very interesting, considering in other sci-fi space shooter games you get a color coded system when they are in range and such, /signed
Originally by: Korran Minare what would you put on space pizza anyway????
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Kaiji Vincente
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Posted - 2007.12.14 16:39:00 -
[3]
Interesting. Even as someone who has never had a problem keeping track of weapon ranges without the overlay, I like this idea. It would probbably be enough to have the indicator/text/blinky light/whatever appear only for optimal and falloff ranges. I.e. no widget means the target is outside of weapon range.
The only real complication I can see for this is with missiles, since it's a non-trivial calculation. Having the widget run off of Max Velocity x Flight Time might be a workable approximation however.
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Coreden
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Posted - 2007.12.15 11:55:00 -
[4]
/bump
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Adunh Slavy
Ammatar Trade Syndicate
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Posted - 2007.12.15 15:44:00 -
[5]
Sadly, the Revelations overlay wroked better than the trinity overlay. The two little crosshairs that showed up in space worked rather well.
Good idea you have though.
Related link in Game Dev forum http://oldforums.eveonline.com/?a=topic&threadID=660973
-AS
The Real Space Initiative - V5 (Forum Link) |

Coreden
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Posted - 2007.12.17 01:42:00 -
[6]
/bump
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Adunh Slavy
Ammatar Trade Syndicate
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Posted - 2007.12.17 02:07:00 -
[7]
What about, when you mouse over a module, those spinning triangles that show around the selected target change color? Since they're already there, why not use them for something other than spinning.
-AS
The Real Space Initiative - V5 (Forum Link) |

Shippon Shima
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Posted - 2007.12.17 07:44:00 -
[8]
well i dont see why there is no ' Tactical' view of the game.
As in, not an overlay but the equivalent of clicking on the MAP and using Solar System map and be able to zoom in onto the local area of your ship (min range to zoom in = 100km).
That view alone, when layered with the tactical overlay, give you all the target and navigational data you'll ever need.
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Coreden
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Posted - 2007.12.17 10:40:00 -
[9]
Edited by: Coreden on 17/12/2007 10:40:31
Originally by: Shippon Shima well i dont see why there is no ' Tactical' view of the game.
As in, not an overlay but the equivalent of clicking on the MAP and using Solar System map and be able to zoom in onto the local area of your ship (min range to zoom in = 100km).
That view alone, when layered with the tactical overlay, give you all the target and navigational data you'll ever need.
Umm, yes, what your suggesting is the same system in the Homeworld series. If such as a system is implemented, it kind of defeats the purpose of the ENTIRE Trinity graphics upgrade, since most of the pilots will start playing the game from the tactical overview, we migh as well cut EVE down to size and just use wireframes by the end.
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