I would like more ARD-style interface elements since it fits the "rule of cool," immersive realism, practicality, and the general futuristic theme. There are not enough win-win-win-win options like that.
Back on topic, I would be satisfied with any incarnation of the classic HTAL display that is readable, but improvement is welcome. To be more specific about what I think would be optimal...
Aegis Kleais™, on 12 May 2012 - 06:38 AM, said:
OK, how about something like this?
http://i45.tinypic.com/rlj38h.jpg
Here's what I did:
- The top YELLOW bars indicate ARMOR whereas the red bars below are that section's INTERNALS
- There is grouping (H, ARMS+TORSO, LEGS, REAR) with space between them to help easily differentiate
- As armor depletes, a dark BG is behind it to help visualize how much armor has been lost
- The same for internals, however the lighter red is replaced with a darker red.
- Uses a LEFT TO RIGHT mentality for easy association to the viewer
- Colors do not shift, but instead indicate Armor vs. Internals.
- If the user chooses, the bars can flash a brighter version of their color when that area is taking damage.
- The Mech's max armor (when fully repaired) is considered the 100% point, so all bars are even across top to quickly show a fully healthy Mech.
I like most of it, but would prefer the scale to be constant so that the "shadow" bars to show what was originally there (BTW, better IMO than the harsh red/green contrast of older HTAL displays!) also show value relative to other locations and other 'mechs. IOW, so you could see by the relative lengths how much damage the various locations are capable of absorbing relative to each other, both for a fresh 'mech and your current state, and when you pilot a 'mech of much different size you can also get a rough visual sense for how the armor values compare to what you were piloting before. For that matter, maybe even add a scale to show the size of, say, 10 points for comparison.
I would also reverse the direction of the internal structure bars so they both grow outward, since that would probably work better with variable length and, IMO at least, be more aesthetically appealing. I am not a fan of the flashing either, but instead of getting rid of it I would add a flashing dot or similar indicator somewhere on the HTAL display if not right next to each bar. I don't care much either way for hue shift, but colour-coding might be more newb-friendly so might be appropriate for an alternate paper doll-style damage disply, while for the HTAL I have an aesthetic preference for not putting a whole bunch of colours right next to each other.
Edited by Owl Cutter, 13 May 2012 - 12:20 AM.