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Internal Display On The Paper Doll
#1
Posted 02 February 2016 - 09:40 AM
Is it difficult to code it so the paper doll displays accurately on 'mechs with huge structure buffs?
I want to make sure I'm not imagining this before I dust off the ole Twitter account...
#2
Posted 02 February 2016 - 09:43 AM
#3
Posted 02 February 2016 - 09:45 AM
FupDup, on 02 February 2016 - 09:43 AM, said:
Been asking for my MW2 bars since I signed up but, either way, I'd prefer if the information was accurate.
Edited by Tyler Valentine, 02 February 2016 - 09:46 AM.
#5
Posted 02 February 2016 - 09:47 AM
Yeah.
That's what is going on.
#6
Posted 02 February 2016 - 10:21 AM
I was on Crimson in my Atlas (AC20, 2LPL, other stuff I can't remember) and there was this something or other (can't remember) that had a cherry red CT. Any other time, he'd pop via a stiff breeze. This time he did not. Maybe it was hit registration, but I put four (admittedly poorly aimed) LPL shots into him and he didn't die. I have been conditioned to move to the next target, and I almost did before I saw that old hoss was still standing. Impressive. Wish I could remember what the OPFOR was piloting for added credibility.
#7
Posted 02 February 2016 - 10:30 AM
Josef Koba, on 02 February 2016 - 10:21 AM, said:
I was on Crimson in my Atlas (AC20, 2LPL, other stuff I can't remember) and there was this something or other (can't remember) that had a cherry red CT. Any other time, he'd pop via a stiff breeze. This time he did not. Maybe it was hit registration, but I put four (admittedly poorly aimed) LPL shots into him and he didn't die. I have been conditioned to move to the next target, and I almost did before I saw that old hoss was still standing. Impressive. Wish I could remember what the OPFOR was piloting for added credibility.
Yeah, i'm not complaining or anything, just noticed that if you have a bunch of extra structure the paper doll displays like you don't then just stays at red until the 'quirk structure' is used up and the component pops. seems lazy and I was wondering if anyone else noticed before I tweeted Russ. The other responses were less than helpful lol!
#8
Posted 02 February 2016 - 10:51 AM
#9
Posted 02 February 2016 - 11:03 AM
Tyler Valentine, on 02 February 2016 - 10:30 AM, said:
Yeah, i'm not complaining or anything, just noticed that if you have a bunch of extra structure the paper doll displays like you don't then just stays at red until the 'quirk structure' is used up and the component pops.
If the game 'used' quirk structure first before going into regular structure this would help with paper doll accuracy or player perception of paper doll accuracy. Now that i think about it it might already do that, just the color threshold might need to be adjusted so your crimson is the same as other mechs just with a longer yellow/orange lifespan.
Edited by Silas7, 02 February 2016 - 11:06 AM.
#10
Posted 02 February 2016 - 11:33 AM
Or an HTAL on a button would work too. lol
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Edited by Almond Brown, 02 February 2016 - 11:36 AM.
#11
Posted 02 February 2016 - 11:49 AM
#13
Posted 02 February 2016 - 12:42 PM
The game would let you choose between Tank Health in percentages and actual points, but came with percentages by default.
This led to a lot of people not understanding why they could kill a light tank at 20% health with one shot, but not a heavy tank, which had 2 to 3 times the amount of health of the light tank.
I would also prefer a health bar.
I was too lazy to model the arms/legs, but this would work without adding to the hud, I think.
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Edited by himself, 02 February 2016 - 12:43 PM.
#14
Posted 02 February 2016 - 12:45 PM
himself, on 02 February 2016 - 12:42 PM, said:
The game would let you choose between Tank Health in percentages and actual points, but came with percentages by default.
This led to a lot of people not understanding why they could kill a light tank at 20% health with one shot, but not a heavy tank, which had 2 to 3 times the amount of health of the light tank.
I would also prefer a health bar.
I was too lazy to model the arms/legs, but this would work without adding to the hud, I think.
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Ooooh, a hybrid approach. Seems easier for Pea Gee Eye, so that makes it 23% more likely to be added in!
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#16
Posted 02 February 2016 - 03:47 PM
#17
Posted 02 February 2016 - 07:20 PM
#18
Posted 02 February 2016 - 07:23 PM
Kaeb Odellas, on 02 February 2016 - 07:20 PM, said:
Probably in the same way that it can use multiple colors (green/yellow/orange/red) to give a general idea of how much "health" it has remaining.
#19
Posted 02 February 2016 - 07:30 PM
FupDup, on 02 February 2016 - 07:23 PM, said:
But the colors are a less specific in the information it gives you than a health bar would be. "I can't take much more punishment" is more interesting gameplay-wise than "I can survive exactly one more PPC impact". If anything, I'd like the color coding to be even less granular. Fewer color graduations.
#20
Posted 02 February 2016 - 08:14 PM
Kaeb Odellas, on 02 February 2016 - 07:30 PM, said:
But the colors are a less specific in the information it gives you than a health bar would be. "I can't take much more punishment" is more interesting gameplay-wise than "I can survive exactly one more PPC impact". If anything, I'd like the color coding to be even less granular. Fewer color graduations.
Its not so much people wanting exact measurements to inform their play-style as is it is color blind people want a better option that doesn't rely on shifting of shades of colors they can't even see, therefore playing at a disadvantage already. I am not color blind and I still want HTAL or that sweet hybrid like in pic above just because sometimes my eyes and glasses combo have difficulty discerning the thin lines stating what component has armor (like when a component lost exactly all its armor and the IS is still grey, oooh I hate that, gets me everytime). HTAL can be made percentage based so it would be equivalent to what we have now. Perhaps some additional detail if a component has less than 10 (?) HP left, like a C next it on the paper doll/HTAL bar for "Critically Damaged".
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