But being fine is far from ideal.
I would like the devs to consider creating a graphical interface (an object with liquid inside) that represents your balance orientation. As you move about the liquid ebbs and flows representing how close you come to falling down from performing a tighter highspeed turn or from trying maneuver over very rough terrain or dealing with the knockdown potential of weapons fire.
To counteract this ebb and flow you perform movement actions that allow you to counteract against your momentum.
I think it's important to not just have these commands exist just to deal with the UI, their gameplay utility has to go beyond this. These commands could actually be used to allow mechs to juke and jive to better avoid weapons fire or dip and sway the angle of their body to get better shots.
My primary concern is about knock down but this idea is applicable to cone of fire as well. You could have both handled by the same UI yet I believe two separate distinct graphical objects for balance and aiming should be used.
The second graphical interface would be a re-imagination of the reticule as 2-4 glass *****.
Each glass ball is smaller than the other and all of them are inside the next largest ball. Each ball is filled with a liquid that sprays around as you fire weapons. This spray pattern allows you to predict where the next shot will spread to.
The largest ball roughly represents the weapons with the longest range brackets. Each of the smaller ***** represent a set of weapons within a similarly decreased range band.
My only misgiving about this type of mechanic is that it encourages playing the UI moreso than keeping your eyes over the more visually interesting things we could be looking at on the screen.
Edited by dolgar, 03 December 2011 - 07:14 AM.