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New Vision Mode / Batlegrid Mode - Slope Degree Range


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Poll: New Vision mode / Batlegrid mode - Slope degree range (85 member(s) have cast votes)

Would you like a new vision mode for the Slope angle?

  1. Yes. For HUD and Battlegrid please. (60 votes [70.59%] - View)

    Percentage of vote: 70.59%

  2. Yes, For HUD only please. (8 votes [9.41%] - View)

    Percentage of vote: 9.41%

  3. Yes. For the Battlegrid only please (11 votes [12.94%] - View)

    Percentage of vote: 12.94%

  4. No. (3 votes [3.53%] - View)

    Percentage of vote: 3.53%

  5. Other (comment) (3 votes [3.53%] - View)

    Percentage of vote: 3.53%

  6. Abstain (0 votes [0.00%])

    Percentage of vote: 0.00%

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#1 Reno Blade

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Posted 25 September 2013 - 06:25 AM

Hello fellow mechwarriors!

We saw the nice new map for the slope degree here: new-battlemech-movement-behavior.

Would you like/use a new vision mode for your HUD and/or Battlegrid to show such a color range on the terrain/map?

Posted Image

Possible vision for the HUD:
Posted Image

Edited by Reno Blade, 29 September 2013 - 03:31 AM.


#2 Thomas Dziegielewski

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Posted 25 September 2013 - 08:06 AM

You are talking about what we like to call a 'normal'

http://en.wikipedia....rmal_(geometry)


I'll suggest it to design because i think it would be really cool to see for players. And to make it harder on the pilot, you would have to interpret it correctly.

Our tech director said it would be very easy to do as well.

#3 Johnny Z

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Posted 25 September 2013 - 08:42 AM

Great idea. Went with battle grid only.

Edited by Johnny Z, 25 September 2013 - 08:43 AM.


#4 Reno Blade

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Posted 25 September 2013 - 01:27 PM

Thanks Thomas!

#5 PawPaWuFF

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Posted 26 September 2013 - 04:06 AM

you mean like http://mwomercs.com/...ement-from-mw2/ ?
old school wireframe image enhancement i bet could make some neat effects with ecm (fuzzy/distorted) maybe even visualize the ecm bubble

#6 Reno Blade

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Posted 26 September 2013 - 05:32 AM

Not realy like MW2 wireframes. More like an overlay like night/thermal does for the HUD.
And ofc for the Battlegrid its very easy to just have a second colored image to swap on a key press. :P
(I will make a picture later at home)

#7 Firewuff

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Posted 27 September 2013 - 01:21 AM

Love this idea, gives pilots a way of spoting passable and impassable areas. Good tactical view to plan attacks but not something to run in all day long. Even if it only gets occasinoal use it adds depth to the game

#8 Reno Blade

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Posted 29 September 2013 - 03:32 AM

Added a possible HUD vision overlay image to the post.

Posted Image

#9 culverin

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Posted 29 September 2013 - 10:25 AM

WOW!!!

THAT WOULD BE AMAZING!!!

Then I cab figure out when/where I would be stuck.
No more invisible/impassible terrain! :lol:

#10 Phoenix Branson

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Posted 29 September 2013 - 10:46 AM

This is a great idea. +1

#11 nrg9x

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Posted 29 September 2013 - 05:40 PM

make it a toggle option , like the N.V. and Thermal view and im sold !

Great idea !

#12 Veranova

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Posted 29 September 2013 - 05:45 PM

Yes this would be great as an added vision mode!!

Surely this would also be useful to the map makers who are trying to get rid of "stuck" bugs/objects?
They could just look at their maps through this, and walk around to see all the possible objects a mech could get stuck on?

#13 Reno Blade

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Posted 29 September 2013 - 11:55 PM

View PostVeranova, on 29 September 2013 - 05:45 PM, said:

Yes this would be great as an added vision mode!!

Surely this would also be useful to the map makers who are trying to get rid of "stuck" bugs/objects?
They could just look at their maps through this, and walk around to see all the possible objects a mech could get stuck on?


Aye that would be a nice addition. Specially, if the colors have "hard" borders instead of gradient from one level to the other. B)

#14 Corvus Antaka

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Posted 29 September 2013 - 11:58 PM

love it!

Also an option to disable the map itself in the minimap grid so it's transparent too B)

#15 Edustaja

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Posted 30 September 2013 - 02:35 AM

Could also be a module :P

#16 Jman5

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Posted 30 September 2013 - 08:56 AM

View PostReno Blade, on 29 September 2013 - 03:32 AM, said:

Added a possible HUD vision overlay image to the post.

Posted Image

While this is pretty neat looking it raises a red flag for me from a design perspective. Why would anyone not use this vision mode on clear maps? All the vision modes have downsides. Whether it's reduced detail, draw distance, or heat, you sacrifice something to gain something else so they are situational. What would be the downside for running this vision mode 24/7 on canyon, alpine, or Forest Colony Snow? It's just straight up better than normal vision.

#17 Besterino

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Posted 30 September 2013 - 09:29 AM

To be honest, I don't like it. Why? Part of "skill" is "knowing the map". I strongly believe someone who knows the maps by heart should have an advantage over someone who doesn't - or can't remember / is not able to read/see the information and the clues a map gives you / simply doesn't care. If you spent a lot of time trying to climb a wall with an assault without success and get separated from everyone else / shot in the back by enemies, well, that's how it should be. Additionally, I am not sure whether it will accurrately show where you could "wiggle" your way up, basically discouraging new players to try new things, because, "hey, the overlay says I can't go there so I can't go there". Obvoisly the last argument is not valid if it DOES show any place you may step on depending on the direction/angle you're approaching (to and from) - wonder though how you'd implement that.

Edited by Besterino, 30 September 2013 - 09:34 AM.


#18 LauLiao

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Posted 30 September 2013 - 10:05 AM

View PostJman5, on 30 September 2013 - 08:56 AM, said:

While this is pretty neat looking it raises a red flag for me from a design perspective. Why would anyone not use this vision mode on clear maps? All the vision modes have downsides. Whether it's reduced detail, draw distance, or heat, you sacrifice something to gain something else so they are situational. What would be the downside for running this vision mode 24/7 on canyon, alpine, or Forest Colony Snow? It's just straight up better than normal vision.


Make mechs harder to see, reduce draw distance, DONE.

#19 Stijnovic

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Posted 04 October 2013 - 08:01 AM

I don't like it, it doesn't add to the immersion.

It would be a valid option for the minimap though, perhaps toggle between height and normal map even?

#20 FinsT

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Posted 10 October 2013 - 05:56 AM

View PostThomas Dziegielewski, on 25 September 2013 - 08:06 AM, said:

You are talking about what we like to call a 'normal'

http://en.wikipedia....rmal_(geometry)


I'll suggest it to design because i think it would be really cool to see for players. And to make it harder on the pilot, you would have to interpret it correctly.

Our tech director said it would be very easy to do as well.

Cool! However, i voted "other (comment)". Because, i'd rather wish design department to do much more desired (by me) things 1st, and this additional mode 2nd. Except if this one is *really* easy to do, i guess... ;)





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