

The Armor Color System
#21
Posted 30 August 2013 - 07:54 AM
Its pretty simple.
Each component of your mech (those components that you can select in mechlab to install weapons/equipment on) is represented on your PaperDoll.
The outline is Armour and the inner "solid" part is internal structure.
From Yellow to Red to Black. Undamaged to destroyed.
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Anyway, i would like to have an HTAL toggle for MWO.
Even if it is "less pleasing to the eye" i simply find it more tactical and cool.
Maybe it would even give us a real-time assasement of the damage instead of the blinking.
It always feels like its blinking for ages before it settles and you can actually see the damage done.
On the 3D model that MW3+4 used, it was, at least for me, almost impossible to discern the damage you have done.
Sure you could see exactly where the enemy was looking or how he moved / twisted....but the damage was impossible to see.
I loved the 3D representation in MW2 though, because it was crystal clear and easy to understand.
I used HTAL for myself and the 3D model for enemies.
Also bring back dH/dT bar.
#22
Posted 30 August 2013 - 07:55 AM
Kanatta Jing, on 30 August 2013 - 01:39 AM, said:
I'm going to date myself big time, but here we go...
Mr. Owl...How many shots do I need to land to get to the center of a Battlemech?
I do like the "HTAL" bar chart display. Adding that as a display option would be pretty cool. I am all for that
#23
Posted 30 August 2013 - 08:13 AM
Quote
Yeah because its measuring the rate of change in heat buildup. Basically whenever you see yellow on the bar, your mech is generating more heat than it can dissipate at that point in time.
#24
Posted 30 August 2013 - 08:23 AM
They need a color gradation that smoothly flows from GREEN > YELLOW > ORANGE > RED > BLACK.
#25
Posted 30 August 2013 - 10:02 AM
#26
Posted 30 August 2013 - 10:13 AM
Khobai, on 30 August 2013 - 02:49 AM, said:
I dont know what possessed PGI to do it differently, its like they completely forgot why HTAL was a good idea...

But Khobaaaaaaaaaaaaaaiiiiiiii!!! HTAL ruins my immersion!!
#27
Posted 30 August 2013 - 12:12 PM
Quote
Yeah which is why it should just be a toggle, to toggle between paper doll and htal. But htal would be better for anyone who wants a more accurate depiction of damage.
#28
Posted 30 August 2013 - 12:15 PM
ShadowVFX, on 30 August 2013 - 08:23 AM, said:
They need a color gradation that smoothly flows from GREEN > YELLOW > ORANGE > RED > BLACK.
Red-green color blind people exist you know.
Now replace green with blue and your idea is fine.
#29
Posted 30 August 2013 - 12:46 PM
Glucose, on 30 August 2013 - 05:09 AM, said:
I know! I keep getting "no the other leg the other" from my teammates... it's so embarrassing.
The current system is good because it's easy to understand where a mech is damaged. It's not good when you need or want to know exactly how damaged a mech is. A yellow could be a light bump when you kicked a rock or, in the other hand, have a significant amount of armor removed (but still not orange). The bigger the mech, the worse this system is.
Since the current road is to dumb dow... erm, make things less complicated, HTAL is not likely to appear.
#30
Posted 30 August 2013 - 01:20 PM
Narcissistic Martyr, on 30 August 2013 - 12:15 PM, said:
Red-green color blind people exist you know.
Now replace green with blue and your idea is fine.
Or, PGI could create a colorblind palette option for this game (which they said they've been working on since before closed beta). Then color blind folks can play just fine and the rest of us can use the international standard color for good and bad (green and red).
Also, the odds of a colorblind person mixing up red and green (I know they looks VERY similar to them) is unlikely considering the use I described. If you want to know how beat up your leg is and you can't tell what color it is in game, then it's either either A ) in perfect condition or B ) about to fall off due to damage.
Edited by ShadowVFX, 30 August 2013 - 01:24 PM.
#31
Posted 31 August 2013 - 08:49 PM

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