Next Working Cockpit Screen. Can We Haz Htal?
#1
Posted 04 December 2015 - 12:13 PM
I'm getting reallllllly tired of squinting at similar colors to see if there was actually a change, and now with a lot of mechs getting structure buffs, you really have no idea if a red internal really means red, or if there's actually a substantial amount of hp left in that location.
Plz PGI? Been a staple of every MechWarrior game. It's just a simple damage readout of health bars.
#2
Posted 04 December 2015 - 12:32 PM
#3
Posted 04 December 2015 - 12:35 PM
Aresye Kerensky, on 04 December 2015 - 12:13 PM, said:
I'm getting reallllllly tired of squinting at similar colors to see if there was actually a change, and now with a lot of mechs getting structure buffs, you really have no idea if a red internal really means red, or if there's actually a substantial amount of hp left in that location.
Plz PGI? Been a staple of every MechWarrior game. It's just a simple damage readout of health bars.
i second this idea....
HTAL with the bars like we see in other MW titles would be amazing in this game and you hit the nail on the head why.
I wanna know if the medium im shooting (at 50-55 tons) has the structure of a Centurion or of a(n)
#4
Posted 04 December 2015 - 12:35 PM
Good luck to you.
#6
Posted 04 December 2015 - 01:13 PM
Lostech said:
#7
Posted 04 December 2015 - 01:41 PM
#8
Posted 04 December 2015 - 01:47 PM
#9
Posted 04 December 2015 - 01:53 PM
#10
Posted 04 December 2015 - 02:04 PM
Alistair Winter, on 04 December 2015 - 01:47 PM, said:
Even if it's percentage, it'd be easier to judge damage than the gradient shades we have now.
#11
Posted 04 December 2015 - 02:07 PM
#12
Posted 04 December 2015 - 02:16 PM
The best to see and biggest monitor should show the map. Killcounter is here, Heatsinks (funktional), HTAL and IS. I think that would be enough.
#13
Posted 04 December 2015 - 02:17 PM
Kraftwerkedup, on 04 December 2015 - 02:07 PM, said:
Blue/Yellow armor for Clan/IS, red for shared structure between front/rear components. Bars get smaller as damage is taken, down from the top of the armor bars.
#14
Posted 04 December 2015 - 04:59 PM
Aresye Kerensky, on 04 December 2015 - 12:13 PM, said:
process, on 04 December 2015 - 12:32 PM, said:
It should be tied into the Active Probes (e.g. Beagle & CAP), such that the HTAL display is available when the AP is installed and not-destroyed.
"The sensor readings follow a color code, based on the percentage of armor left compared to its standard undamaged condition: 100-90 percent = green; 90-50 percent = yellow; 50-10 percent = red; 10-0 percent = black. For example, a player is facing a Centurion that took damage from a medium laser hit to its right arm. When the player asks his opponent what the Centurion’s status is, the opponent responds that all locations are green except for the right arm, which is yellow [16 (original armor value) – 5 (damage) = 11 / 16 (original armor value) = .68, or 68 percent (yellow)]." - Tactical Operations, pg. 219
"Any time a unit enters the range of any type of active probe operated by an opponent, the player must reveal that unit’s record sheet to the opponent. The player must leave the sheet face up and available for the opponent to examine as long as the unit remains within the probe’s effect radius. " - Tactical Operations, pg. 219
The standard (non-Beagle/CAP) sensors should work as they do now, with the color-gradient paper doll.
Installing Beagle/CAP should open up the option to switch between the paper doll and the HTAL display.
If the Beagle/CAP is destroyed, it should revert to the paper doll and disable the HTAL option.
Edited by Strum Wealh, 04 December 2015 - 05:00 PM.
#15
Posted 04 December 2015 - 05:19 PM
I seem to recall that. Of course I also remember there being a single secret destructible tree on caustic at the launch of open beta and I'm not sure if I made that up or it was actually there...
#16
Posted 04 December 2015 - 05:21 PM
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