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Map Doritos Change Based On Mech Weight


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#1 Solahma

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Posted 27 October 2015 - 08:06 AM

I am suggesting an intuitive addition to gameplay. Make the mech "dorito" markers on the map change in size depending on the weight of that mech.

This way, you more easily recognize where the weight of your team was without much effort.
Simply scale the dorito by a factor of the exact tonnage. That or just have 4 sizes, one for each weight class. Start with assaults at current size, then shrink the dorito by weight class or tonnage. Showing a very evident change from assault, heavy, medium, and light.

This would accomplish a few things:
  • Easily see where team weight is (don't leave assaults behind!)
  • Could do the same thing for enemy contacts, so you will know if there is a light mech behind you, or a heavy mech that managed to flank. Makes prioritizing targets easier (don't chase the light!)
  • When a few mechs are moving quickly through an area of the map, you will easily see that they are only light mechs scouting and you probably shouldn't follow them. Right now, if you just go off the minimap, you will see several friendlies moving through an area which promotes FOLLOWING those mechs instead of staying with your tonnage. (don't follow the scouts!)
Each of these are very fundamental things to learn when playing the game and would help new players recognize these situations.

EDIT:

Here is my stance on some suggestions below:
  • Colors must not change due to color-blind players. Communicating lance and team only. Each lance is not useful enough to add more color to the minimap
  • Symbols natively inside or outside the dorito sounds like it would work, but looking at the actual map and sizes reveals that it would be too cluttered, especially combined with changing dorito sizes
  • A separate request, that has been submitted before, would be the ability to target friendly mechs to see their weapons loadout and paper-doll to display their condition.
  • Another suggestion would be to add hotkeys to display information on the map, similar to the "info" button. More buttons could be toggles to show each players weapon loadout on the map and/or a symbol representing their effective range or weapon system type. However, this would not be displayed natively on the minimap. You would have to press a button "o" for example and the information would be displayed.

Edited by Solahma, 28 October 2015 - 11:30 AM.


#2 Spleenslitta

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Posted 27 October 2015 - 09:09 AM

Give each friendly lance have their own color on the doritos too.
But here is the thing i really want us to have on top of it all....a small symbol that indicates what sort of loadout the mech has.
When we configure our mechs we make the choice on what kinda symbol our mech should show to our teammates.
We can choose between Short/ Medium/ Long/ Flexible range. Maybe a seperate symbol for LRM boats since they are nearly defenceless up close.
Especially if they don't have backup weapons.

#3 Solahma

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Posted 27 October 2015 - 09:25 AM

Well, i'm strictly speaking about the doritoes on your minimap (and large map) for quick/easy visual reference.

The information you desire couldn't be determined by a symbol or anything minimal enough to justify on a map, let alone the minimap.

It would be nice to see friendly's builds. Being able to target friendlies just like enemies (but with a different key binding) just like in previous titles would give players a way to see their weapon loadouts and paper doll conditions. I would very much like to see that friendly targeting option added for sure.

#4 Spleenslitta

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Posted 27 October 2015 - 10:14 AM

Actually i think that symbol would not need to be very big. Small enough to fit in the back of the arrow on our current indicators would be better than nothing at all.
If that's too much just use a different color on a small dot beside the dorito on the map. But color blind would have problems with that.
But then again they have problems seeing who the enemy is on the map. I don't know much about colorblindness though....

But the coloring for the different lances could surelly be done. Blue for Alpha, cyan for Beta and green for Charlie lance perhaps?
All enemies would be red of course.

Edited by Spleenslitta, 27 October 2015 - 10:18 AM.


#5 Solahma

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Posted 27 October 2015 - 02:02 PM

View PostSpleenslitta, on 27 October 2015 - 10:14 AM, said:

Actually i think that symbol would not need to be very big.

Anything that would clutter the minimap in anyway is unwanted. Turning "info" on in the big map is already too cluttered. Plus, knowledge of friendly builds isn't very useful as instantaneous information. Targeting them to get their loadout would be the simplest to add to the game and make the most sense.

Example, you want Player 6, in the SCR, to move up with you. You target him and see he has a streak boat setup. So you decide to pop your UAV to help him get locks.

it's not something that you can sum up with a symbol or color on a dorito. It's something need more specific information about, like a readout just like when you target enemy mechs. A symbol or color change for certain builds wouldn't work. It doesn't matter if you could fit a letter next to the dorito, the information can be presented in a much better way without adding any clutter. Not to mention the advantage being able to see where a friendly mech is hurt. You might see a friendly at ~70% health, but that's entirely from his CT which is open and red. It helps understand the position your team is in.

#6 TheSilken

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Posted 27 October 2015 - 02:12 PM

Or just have different symbols for each weight class.

For example:
Light:
Medium:
Heavy:
Assault:

Edited by TheSilken, 27 October 2015 - 02:15 PM.


#7 Omi_

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Posted 27 October 2015 - 03:07 PM

Sounds good! How about making this change for friendlies only, so you need to actually investigate what enemy doritos represent?

#8 Spleenslitta

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Posted 27 October 2015 - 10:50 PM

Why so opposed to a tiny little colored dot or symbol next to the dorito? Not all matches turn into deathballs where we cannot make any sense of ally or enemy on the minimap.
If my ally is out of sight so i cannot target him or i just don't have the time to do it then that tiny little symbol would do wonders.
Excellent stuff for leading an enemy into an ambush by just glancing down on the map. Sometimes you just don't have the time to target your enemy or ally to look at their config....you just gotta do things reaaaallly fast.

A tiny little colored dot next to the dorito would not clutter up the minimap if a mech is standing far enough away from his team.
Face it. When the team is all clustered you cannot make much sense of what's what and who's who anyhow regardless of the shapes of the doritos, donuts, hamburgers and hot dogs.

If i got a fast streak boat running after my light mech i will not have the time to lock 3 different allied mechs loadouts to figure out which one of them is capable of tearing the streak boat to bits.
I'll need information no matter how basic it is right now. I don't have 5 seconds to look through my allies loadouts.
I don't even have 2 seconds to make my decision.

I gotta take the shortest possible route to the nearest brawler if i want my pursuer to be lead into an ambush.
Or i gotta lead him into the firingline for an allied sniper mech.
If i lead him to an allied LRM boat that ally will not be happy.
With a tiny colored dot i can tell what all my nearest allies are roughly capable off at a glance. While if i gotta lock onto them to see it takes too much time.

Rant over.

Edited by Spleenslitta, 27 October 2015 - 11:03 PM.


#9 Solahma

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Posted 28 October 2015 - 06:23 AM

View PostTheSilken, on 27 October 2015 - 02:12 PM, said:

Or just have different symbols for each weight class.

For example:
Light:
Medium:
Heavy:
Assault:


but which direction are they facing? ;)

View PostSpleenslitta, on 27 October 2015 - 10:50 PM, said:

Why so opposed to a tiny little colored dot or symbol next to the dorito?

Because it is clutter and you CANNOT properly and accurately communicate a build via a COLOR or SYMBOL. That means it is incomplete information. There are FAR too many combination of builds, hardpoints, etc to make this sort of thing work to any reasonable extent.If you want to know which friendly has which build, make yourself aware of it BEFORE engaging the enemy and keep track of your team names and positions.

It's not the purpose of this Feature Suggestion: Quickly and clearly visible weight differences between mechs on the minimap

Friendly builds should be shown with another feature of locking your friendly. In the example you gave, it will never matter if the closest friendly is "prepared to fight a streak boat". You are looking for aid, you'd run to the closest mech that can help. You're not going to run to your brawler on the opposite side of the map before you get friendly aid. Not to mention you have no idea if that player is even competent with that build. In every situation, you'd be better off running toward WEIGHT of your team. You see there is a heave/assault nearby because, on a glance, you see their dorito is larger. THAT is your best option. It's also solved by the feature suggestion in the OP.

Your suggestion would have too much clutter and not enough meaning or usefulness to justify said clutter.

Edited by Solahma, 28 October 2015 - 06:30 AM.


#10 Spleenslitta

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Posted 28 October 2015 - 10:04 AM

First thing is that you need to realise that no person is perfect. I'm not perfect and neither are you.
Ideas are just like people in that no idea is so perfect that it cannot be improved upon.
I'll admit one thing...my idea could be improved further.....by putting that small colored light inside the dorito.
Now it doesn't clutter at all. That's how it's done....I admited to being imperfect.

Here is a more detailed version of that Streak boat incident i described with your system as an example.
I did my best to memorise the loadouts of my teammates when the match started.
I'm in my KFX with a Summoner loaded with lot's of Streak SRM6 running after me. I'm approaching a crossroad where i can go either left or right.

To left 400 meters are 2 friendly mediums and to the right 200 meters away are 2 assault and 1 light mech which are also friendly.
I can't target my teammates to check their loadouts. Because i'm too busy zigzaging between buildings while twisting my torso and using my arm weapons to at least hurt my pursuer.
Furthermore i'm pressing R on my pursuer to keep my teammates aware that he is coming their way.

I remember 1 Atlas on our team having a brawler loadout so i go right towards the assault mechs at the crossroads.
They are closer and should be able to take care of that Summoner without problems.
I arrive to see that the brawler Atlas mech ain't there. I check the full map and see him just outside where i could see him on my minimap.

Instead i got a sniper Raven, an overheating Awesome with standard PPC's and LRM's, and a Stalker with LRM's and 2 ML's.
They say: Why did you bring him here? If you went left those 2 medium mechs could have torn him apart with their AC20 and other medium/short range weapons.
Enemy Summoner arrives and kills the Raven and me in short order. He hurts the Awesome badly before the medium mechs arrive to help.

They ask me again: Why did you bring him here?
I say: I thought our brawler Atlas was here because i saw assault shaped doritos. I could not target you guys to get info because i was too busy trying to hurt the Summoner while i ran.
I just went with what i remembered of the team loadouts.

They say: Rick is waaaay over there in his Atlas brawling with 2 medium mechs. If you didn't bring that Summoner here we could have saved him with line of sight LRM salvoes.
Now it's too late and i don't have the ammo for indirect fire.

Medium mech pair says: We saw you coming with that Summoner behind you. We set up an ambush since we were best equipped to deal with him.
We would have crippled him in our first salvo without any effort if you took him our way. Now we lost 2 light mechs and 1 Atlas.
Seans Awesome is a walking wreck to top it off.

If i had even the most basic information about my teammates just by glancing at my minimap for 2 seconds i would most likely have made a better choice.
Not everyone has perfect memories...because we're human. We cannot remember every single thing and know where each of our teammates are at all times.
Especially since the minimap doesn't show the entire map. To see the entire map we need to hit B to get the full sized map which blocks our view completly.
Blocking our view with the full map is not something we got the freedom to do safely during an intense battle no matter how important it is to keep track of our teammates locations.

View PostSolahma, on 28 October 2015 - 06:23 AM, said:

Because it is clutter and you CANNOT properly and accurately communicate a build via a COLOR or SYMBOL. That means it is incomplete information. There are FAR too many combination of builds, hardpoints, etc to make this sort of thing work to any reasonable extent.

I did not need that much information in the situation above. I just needed to know which one of my teammates prefer close range combat and who prefers staying at longer ranges.
Besides imagine if we had to spend our time at the start of the match inspecting each others mechs? That's a waste of time.
Imagine the entire team running around looking at each others mechs and suddenly they run off to fight the enemy.

Assault mech lance/ Players that connect later because of bad connections: Stop. We didn't inspect all of your mech builds.
Another thing is that players that need to lock on their target to use LRM/streaks or just to target a weak spot must keep targeting their enemy.
They can't target their teammates in the middle of it all to know their builds.
Don't get me wrong. I'm all for targeting teammates to know their builds but something that shows even the most basic info is very often good enough for instant decision making.

View PostSolahma, on 28 October 2015 - 06:23 AM, said:

You see there is a heave/assault nearby because, on a glance, you see their dorito is larger. THAT is your best option. It's also solved by the feature suggestion in the OP.

Your suggestion would have too much clutter and not enough meaning or usefulness to justify said clutter.

Larger doritos for assault mechs? I'll steal your line and say: Your suggestion would have too much clutter and not enough meaning or usefulness to justify said clutter.

Small colored light with different shaped and colored dorito gives us the following information.
Small light inside dorito - Basic info on how far away the teammate prefers to be from his enemy. He sets the light color when he builds his mech.
Dorito shape - Weight class.
Dorito color- Which lance he belongs to.

Your dorito which is shaped after which class the teammates mech is gives us this information.
Weight class after dorito shape - the bigger the doritos is the bigger the mech is. Dorito shape also indicates the weight class.

Edited by Spleenslitta, 28 October 2015 - 10:08 AM.


#11 Solahma

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Posted 28 October 2015 - 10:58 AM

View PostSpleenslitta, on 28 October 2015 - 10:04 AM, said:

Larger doritos for assault mechs? I'll steal your line and say: Your suggestion would have too much clutter and not enough meaning or usefulness to justify said clutter.


I'd appreciate if you actually understood the Suggestion in the thread you're posting your own suggestion in. My concept calls for Assaults to be the current size of doritos, and for heavies, mediums, and lights to get progressively smaller. Meaning Assaults are the largest doritos on the field. Not to make Assault doritos larger. Your example is very specific to one situation, thus not necessary. Just because you would have found it helpful for one niche situation and can dream up others doesn't make it worth the time to add. You might think it's simple, but determining a color or symbol to put inside of a (proposed different sized) doritos would mean coding to determine what a player's build is and what symbol/color is best to associate it with. That leaves almost LIMITLESS combinations they would have to display. You can only categorize them so much before the information becomes unclear or a pain to understand. Does the red circle mean it has SRMs or LRMs? Is he out of ammo? Has his weapons been blown off? Okay, he is a laser boat as indicated by the Blue octagon. Or was that a circle. That's right, the red octagon is large lasers, the BLUE on is small pulse. But there is a green rectangle to the left, that was Streaks?

It is not simple because of the limitless combinations. "but you can make it a different symbol based on weapon ranges". Okay, I'm a Dual Gauss EBJ with 6 small pulse lasers. that's 30 damage of gauss and 36 damage of pulse lasers. What do you assign to that? It has more damage up close, but it's certainly not something I would run an SRM/Streak Summoner into if I had foreknowledge.

I would also appreciate that you make your own suggestion thread because, although you might see a connection to my request, it is an entirely different request with its own flaws. Advancing one idea, then "piggy-backing" on that idea to push forward another will only detract from the original idea. Especially once I have disagreed with your proposal, for various reasons stated. The idea is to make a small positive change, not make this a brand new, revolutionary intel item. There is no need to continue the conversation regarding your personal idea and why I do not like it. I'd be happy to address them in more detail in your own thread.

Let's keep this to the original suggestion:

Dorito size/shape based on weight or weight class.

Edited by Solahma, 28 October 2015 - 11:00 AM.


#12 Solahma

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Posted 28 October 2015 - 11:18 AM

View PostSpleenslitta, on 28 October 2015 - 10:04 AM, said:

Larger doritos for assault mechs? I'll steal your line and say: Your suggestion would have too much clutter and not enough meaning or usefulness to justify said clutter.


I'd appreciate if you actually understood the Suggestion in the thread you're posting your own suggestion in. My concept calls for Assaults to be the current size of doritos, and for heavies, mediums, and lights to get progressively smaller. Meaning Assaults are the largest doritos on the field. Not to make Assault doritos larger. Your example is very specific to one situation, thus not necessary. Just because you would have found it helpful for one niche situation and can dream up others doesn't make it worth the time to add. You might think it's simple, but determining a color or symbol to put inside of a (proposed different sized) doritos would mean coding to determine what a player's build is and what symbol/color is best to associate it with. That leaves almost LIMITLESS combinations they would have to display. You can only categorize them so much before the information becomes unclear or a pain to understand. Does the red circle mean it has SRMs or LRMs? Is he out of ammo? Has his weapons been blown off? Okay, he is a laser boat as indicated by the Blue octagon. Or was that a circle. That's right, the red octagon is large lasers, the BLUE on is small pulse. But there is a green rectangle to the left, that was Streaks?

It is not simple because of the limitless combinations. "but you can make it a different symbol based on weapon ranges". Okay, I'm a Dual Gauss EBJ with 6 small pulse lasers. that's 30 damage of gauss and 36 damage of pulse lasers. What do you assign to that? It has more damage up close, but it's certainly not something I would run an SRM/Streak Summoner into if I had foreknowledge.

I would also appreciate that you make your own suggestion thread because, although you might see a connection to my request, it is an entirely different request with its own flaws. Advancing one idea, then "piggy-backing" on that idea to push forward another will only detract from the original idea. Especially once I have disagreed with your proposal, for various reasons. There is no need to continue the conversation regarding your personal idea and why I do not like it. I'd be happy to address them in more detail in your own thread.

Let's keep this to the original suggestion:

Dorito size/shape based on weight or weight class.

So is it better to change the size of the dorito, or put a symbol inside the dorito to determine it's weight class? The idea began with the size being connected to the tonnage, thus it would get progressively smaller with lower weight. However, if it was more useful to simply show a symbol for each weight class, that might make more sense.


View PostTheSilken, on 27 October 2015 - 02:12 PM, said:

Or just have different symbols for each weight class.

For example:
Light:
Medium:
Heavy:
Assault:


Light or Medium would have to change, because I bet coding the orientation of the symbols would be a chore for the developers. We're trying to make this SIMPLE and EASY to add into the game, something that will take next to no time to add.

That leaves us with:
  • size based on weight class
  • size based on tonnage
  • symbol added based on weight class
Now, honestly looking at picture of the minimap and big map, even a basic symbol added inside the dorito might be too much and too difficult to read.


Just drawn in on paint. And the minimap would be even smaller. It's extremely rough, and some good visual design would help, but id go so far as to say putting ANYTHING in the dorito is not going to be easily visible at a glance. Even the facing direction becomes difficult to make out.

However, size differences would be easy to see between light/medium and heavy/assault. Might need to group their sizes together like that as a matter of fact.

Light/Medium small dorito size
Heavy/Assault large dorito size

Posted Image

It's one thing to discuss what you would WANT as a feature added into the game. It's another to put it into perspective and find out if it's worth pursuing at all. Adding even more than one symbol to this becomes a clutter of information that is better presented elsewhere. Perhaps a key you hit on the big map, similar to the "info" display. You could make that info function on multiple levels.
  • default display shows if a mech is in your lance with green, blue if not
  • default display changes dorito size based on weight
  • press "i" and you will see player name, mech, and health precentage
  • press "o" and you will see weapon loadout next to the dorito.
This is taking your suggestion and incorporating it in the best way I see possible. It give a layer of player choice as well.

Edited by Solahma, 28 October 2015 - 11:25 AM.


#13 Spleenslitta

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Posted 28 October 2015 - 11:59 AM

Actually we decide ourselves what the color of the small light might be when we build our mech.
Situations like i described is actually something that i'm in constantly....where should i go to be of aid? Where should i seek help?
I don't need specific information. I just need a nugget. That is all and i often need it very fast....instantly as a matter of fact.

But it seems you do not like to discuss anything and believe yourself flawless which is kinda...well you got a lot of confidence at least.
Good luck with your thread.

Edited by Spleenslitta, 28 October 2015 - 12:00 PM.


#14 Solahma

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Posted 28 October 2015 - 12:14 PM

Flawless? far from it. But if we're here to discuss flaws, that's what I have tried to do. Point out flaws in not only what you propose, but even what I have proposed. I have been open minded with your suggestion all through. If you're not open to criticism, this might be the wrong thing for you to focus your energy on.

It's of my opinion that the information you seek, this "nugget" of information of where to turn to, is something I've never given thought to in a match. It's never been necessary. And I play every weight class with no preferences. I'm trying to understand the desire to have such information without going too far. Going to far would be, as you have proposed, changing colors, adding multiple symbols, etc. It's too much as i've indicated. It's too much to even add one symbol to a dorito. If you disagree, look at the picture above, go in-game and look at it. Imagine how it would fit and where things will go. It would be cluttered. Especially for information I've never needed, and i've NEVER heard of anyone needing before. Even in groups, where everyone is on comms, we don't always tell eachother what builds we are running, yet we never need to know on the fly who is in what build during a match. We just react. At that point, telling your team you need help and trusting the appropriate reaction is the best thing to do.

I'm obviously not ignoring your input, in fact i've given it a lot of thought and i've tried to reach a point of understanding.

"Biting off more than you can chew" comes to mind when trying to add too much suggestions at one time. The original size suggestion is one thing. Simple, easy. Most of this thread has been how to implement your additional request and how useful it is or isn't. It is much more in depth and would require a lot more work. I hope you can understand that much of it.

#15 Spleenslitta

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Posted 28 October 2015 - 12:37 PM

Here is something that might interrest you.

View PostPraetor Knight, on 28 October 2015 - 10:08 AM, said:

I'd rather see different minimap shapes for my team, to better see what's what.

Assaults could be a hollow circle, with a cross inside
Heavies could be a diamond
Mediums retain the current radar arrow blimp
Lights could be an I shape

Then Alpha Lance is say Purple, Bravo stays Blue, and Charlie uses the current active greenish color

Posted Image

And the enemy could then use the shapes. too and stay red.

Try reshaping the symbols so we can see which way it points. Light symbol gets a pointer at the end.
Heavy diamond gets the side spikes go back a a bit.
Assault symbol get's a sharp part in the way it's pointing.
Add my colored light idea.

If you need to recognise whether and ally needs help against a brawler having just the info that he focuses on longrange will let you make a decision much faster rather than your method.

Your method.
- Lock enemy mech and wait for his loadout to be scanned.
- see he has a brawler loadout and very close to your ally.
- check ally loadout to see whether he can handle the enemy.

My method.
- Lock enemy mech and wait for loadout to be scanned.
- See the allied mech with a blue longrange light on it's dorito. I don't need to read his loadout or press R over him to know that he prefers longrange.

Less specific but yes...the info is there. I'm not against locking friendlies for information.
It's just that sometimes instant info is much more important than anything else.

#16 Solahma

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Posted 28 October 2015 - 01:14 PM

Replacing the icons entirely is definitely an idea. I like the concept, however it would take some very intuitive designs to make them both different and still indicate direction.

In terms of color choice. I agree using colors is an easy solution to communicated more information. However there are still elements that have no simple solution:
  • Color blind players would have a hell of a time differentiating all the different colors
  • What constitutes a "brawler" build. What says a long-range mech couldn't help you? Would a LPL+ERML laser vomit EBJ offer aid in a point-blank situation? Yes he can, with a brutal alpha. His build is meant for ranged poking/peeking, but that doesn't mean he's useless up close. Anything other than a full IS PPC boat or IS LRM boat would be useful.
  • You assume the only counter to a brawler chasing you is another brawler on your team. Well, what if that pilot is incompetent? Like I mentioned before, it's best to trust in your team members to respond to help needed. Utilize VOIP, type in chat (if you have the chance), wait for rosette to be added into the game for a "call to aid" on the fly. I would rather a competent long-range build aid me than an incompetent brawler even though his build is "technically" better for the situation.
I get what you want to see, but again, it's not something we need to see 100% of the time. Thus a button to show such data makes the most sense. Whether on the map, or by targeting a mech.


In think in the majority of cases, you can easily SEE what an enemy loadout is simply based on what mech he is in and what he has shot you with. Sound and visual queues in MWO do a wonderful job communicating that information. You see a FS9, you know you are typically dealing with an S or an A. You can easily tell the difference based on the sound and visual of his weapon. Or, if you notice it's an A or an S variant you can make an educated guess that is what they are taking. I think overall mech knowledge comes into play here. Knowing what mech is proficient with what weapons makes a lot of this color-coded information redundant. If you are being chased by a Summoner, you will know what he has without even targeting him. You hear missiles, but don't get a missile warning for example. You get hit by ballistic, lasers, or he doesn't shoot at all. Then, you also see your friendlies, you can also quickly hit a button to see what mech they are in (target overlay). It takes no time to make these observations, they are fluid and immediate. Again, these combined elements make the proposed map data redundant.

On the other hand, simply communicating weight can help in you situation and many others. It also doesn't require reading a mech's build and magically determining what designation to give it. It's also general enough information that you don't rely on it and think that "Brawler" designated mech is where you should go. It doesn't promote team communication which is the better answer.

Edited by Solahma, 28 October 2015 - 01:29 PM.


#17 Spleenslitta

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Posted 28 October 2015 - 01:47 PM

The color blindness....that is an obstacle that can be climbed but it would require a small symbol right beside the mainsymbol.
Now that is confusing when we're all gathered togheter.
But let's face it....we can't make sense of anything on the minimap when we're stepping on each others toes from being all clustered.
But once we see each individual mech on the map without the symbols overlapping it's much easier.

All builds have certain ranges they prefer. But here you said something interresting.....a button.
A button to activate the range lights and maybe the symbols that indicate range preferance instead for better instant awareness of what kinda teammates you got around you.
Either way works. Instead of memorising or checking each ally individually you push a button and get and indicator of what each ally has a preferance for.
Instant situational awareness of your closest allies and somewhat what they are capable of. No need to look there and observe that guy shooting.
No need to lock on and read his loadout. You know he prefers to be at medium range and that's that.

As for incompetent players? Why should i judge him on his weapon loadout or how skilled he is?
If he has marked himself with blue light or another symbol indicating longrange that is what he does best.
I help him against the brawler. Instant decision without making a fuzz about it or using precious time looking here and there and pushing buttons to lock on this and lock on that to read this and that loadout.

As for that Firestarters are almost always S or A and thus they got lot's of MPL or SPL. Well sometimes they are nutty like me.
I don't pack a single MPL on my FS 9S despite the quirks. I don't give a damn about the quirks.
I use a mix of small/medium lasers and a single ER LL instead.

My KFX is even crazier. A guy once thought he was spectating a Timber Wolf because of the long list of weapons until he saw the KFX-C under my paperdamage doll.
1 ER PPC, 1 cERSL, 1 cERML, 4x MGs, ECM, 6 JJ's. You don't predict that kinda build by knowing it's a KFX-C alone.

In these builds i would activate a yellow Jack of All Ranges light in the mechlab. Everybody knows i'm a jack of all trades without looking at the specific build.

Having an idea that the ally FS is capable of striking at any range before inspecting his mech or seeing him shoot is an advantage no matter how you look at it.
Having to actually look at him directly is not necessary. Trusting in intuiton on what a mech is most effective at is often right yes.
But it really shouldn't be necessary to get all the details.

Edited by Spleenslitta, 28 October 2015 - 01:48 PM.


#18 Spleenslitta

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Posted 28 October 2015 - 02:46 PM

In any case let's just agree to disagree and leave it at that. I suspect that in the end it matters little since i can only remember a single time when the developers listened to the community outside what happens in the test server.
That was the Urbie. The only thing we managed gather enough players and stand unitied on bringing it to MWO.

#19 Solahma

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Posted 28 October 2015 - 03:39 PM

View PostSpleenslitta, on 28 October 2015 - 02:46 PM, said:

I suspect that in the end it matters little

idk, i've got nothing but possitive feedback about it here and on Reddit. No one can argue with something that makes too much sense.

#20 TheSilken

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Posted 28 October 2015 - 03:53 PM

Oh I thought you meant the doritos that float over a mech's head not the minimap ones...





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