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Plz Make Missile Bay Doors Open/close Lights Brighter/easier To See


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#21 Krzysztof z Bagien

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Posted 20 January 2013 - 10:30 AM

View PostAmonchakad, on 20 January 2013 - 09:50 AM, said:

Being completely clueless on the topic, I'd like to ask...what's the difference between having the missile bay doors open or closed?

Some mechs (Catapult, Stalker and Centurion I belive) have this missile bay doors. When they are closed after you pull the trigger to fire missiles they need to wait about a secont for this door to open befor they can leave the launcher. If you switch door to 'open' then missiles fire without delay, however it makes you more vulnerable to enemy fire (it's easier to destroy component with open missile bay door).
If you have a Stalker put some missile launchers in its ears and torso and fire them at the same time - you will notice this delay.

#22 IronChance

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Posted 20 January 2013 - 10:41 AM

I'm glad this was posted. I'm red/green color blind, so I've never been able to determine what color that light is. I figured I'd just have to deal with it. Nice to know it isn't just my handicap. :huh: Making it brighter or bigger or changing it to a text "O" or "C" icon would be a welcome adjustment.

#23 CompproB237

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Posted 20 January 2013 - 11:39 AM

View PostIronChance, on 20 January 2013 - 10:41 AM, said:

I'm glad this was posted. I'm red/green color blind, so I've never been able to determine what color that light is. I figured I'd just have to deal with it. Nice to know it isn't just my handicap. :huh: Making it brighter or bigger or changing it to a text "O" or "C" icon would be a welcome adjustment.

Either this or Symbols that represent the status... O and C could be confused in a firefight though being as a C is just an O with a break. Maybe S for Shut?

Perhaps, A large unfilled Square for Open ( □ ), a filled-in Circle for Closed ( ● ) and a big X for destroyed?

Edited by CompproB237, 20 January 2013 - 11:39 AM.


#24 JayVrb

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Posted 20 January 2013 - 09:23 PM

bump

#25 CompproB237

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Posted 20 January 2013 - 11:39 PM

I wanted to point out a side benefit of going with the symbols I mentioned previously: Night Vision can still be used and still provide information on the bay status. Heat Vision on the other hand... Perhaps have it set up so the "Pad" where the lights are Heats up if the pods are open and is cold when they're closed? At least this would give a quick-reference indicator on top of the symbols when you're using heat vision. Then we have the unreleased but I assume being worked on Magnetometers. Perhaps in the case of this we could have the "Pad" produce different magnetic values (or at least one that shows for "Open") for bay status as well. Well, unless Magnetometer's don't act like Heat/Night visions.


So, for reference I was suggesting:
A large unfilled Square for Open ( □ )
A filled-in Circle for Closed ( ● )
An X for destroyed.
The "Pad" (or border of it?) that the symbols are on could then be Heated when they're open so that when using Heat Vision you'll know they're open.
Make the Symbols visible in Night Vision.
Magnetometers could perhaps have a way for the "Pad" to change in it's Magnetic value (electromagnet) thus showing a different "look" for bay status?
This gives the best visibility as far as I can think of.

Edited by CompproB237, 20 January 2013 - 11:42 PM.


#26 Lyrik

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Posted 21 January 2013 - 07:24 AM

Signed

#27 KerenskyClone

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Posted 21 January 2013 - 07:26 AM

How do I change my FOV settings, because well, I cant see the damn INDICATOR LIGHTS!!! Grr....

#28 Dagger6T6

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Posted 21 January 2013 - 08:50 AM

echoing a +1 for anything other than just light indicators...

as stated before... they can't be seen in enhanced vision modes... the lights on some maps are just hard to tell the color... mainly on Caustic, because of the overwash on the map. just some plain text on the hud would be good

#29 Kraita

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Posted 21 January 2013 - 08:56 AM

Moving it on the Centurion so it is actually on the screen rather then on the left so you have to either free look or turn left to see it would be nice to.

#30 Thomas Dziegielewski

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Posted 21 January 2013 - 09:03 AM

Just added it, as I also agree.


http://mwomercs.com/...76#entry1770276

#31 Mauller

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Posted 21 January 2013 - 09:52 AM

Signed.

#32 Ryvucz

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Posted 21 January 2013 - 09:56 AM

View PostThomas Dziegielewski, on 21 January 2013 - 09:03 AM, said:

Just added it, as I also agree.


http://mwomercs.com/...76#entry1770276


Awesome!

But please keep your color blind community in mind, I can't tell the difference between green, red, yellow or orange. '(^.^)'

#33 Aegic

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Posted 21 January 2013 - 10:08 AM

Blue/Red maybe? I am color blind and it never ceases to amaze me how many games cant put in a simple alternate color scheme.

#34 Dagger6T6

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Posted 21 January 2013 - 10:11 AM

View PostThomas Dziegielewski, on 21 January 2013 - 09:03 AM, said:

Just added it, as I also agree.


http://mwomercs.com/...76#entry1770276


what!? you mean we didn't have to make a thousand different threads about it, whine incessantly, and generally just troll the whole forum trying to get what we want? wait till the gang hears about this! /sarcasm off

lol, in all seriousness though, Thanks for paying attention to what might be considered a rather tiny issue in the grand scheme of things.

Edited by Dagger6T6, 21 January 2013 - 10:15 AM.


#35 focuspark

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Posted 21 January 2013 - 11:59 AM

View PostNiko Snow, on 21 January 2013 - 11:38 AM, said:

We have notified the dev team of this suggestion. Moving it to the appropriate forums now.

Wait, can we just ask the devs to remove the un-fun, uninteresting, confusing, and annoying mechanic known as missile bay doors? They confuse new players, are unintuitive, and do not add anything to the game's fun quotient.

#36 Dagger6T6

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Posted 21 January 2013 - 12:42 PM

View Postfocuspark, on 21 January 2013 - 11:59 AM, said:

Wait, can we just ask the devs to remove the un-fun, uninteresting, confusing, and annoying mechanic known as missile bay doors? They confuse new players, are unintuitive, and do not add anything to the game's fun quotient.


I would argue the exact opposite... but then again I also like flight sim games and detailed games of that sort. I prefer having control over the doors vs. having no control which is how it was in early beta which I would also prefer over having no doors at all

#37 focuspark

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Posted 21 January 2013 - 12:44 PM

View PostDagger6T6, on 21 January 2013 - 12:42 PM, said:



I would argue the exact opposite... but then again I also like flight sim games and detailed games of that sort. I prefer having control over the doors vs. having no control which is how it was in early beta which I would also prefer over having no doors at all

OK - then let us have the option of having doors or not. I hate the damn doors. To me they not fun, they're not interesting, they just annoying and really **** me off when I forget about them.

#38 IceSerpent

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Posted 21 January 2013 - 12:47 PM

View Postfocuspark, on 21 January 2013 - 11:59 AM, said:

Wait, can we just ask the devs to remove the un-fun, uninteresting, confusing, and annoying mechanic known as missile bay doors? They confuse new players, are unintuitive, and do not add anything to the game's fun quotient.


We can't because launcher doors are actually fun, interesting, and don't really confuse anybody who is aware of their existence.

#39 Krzysztof z Bagien

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Posted 21 January 2013 - 02:08 PM

View PostThomas Dziegielewski, on 21 January 2013 - 09:03 AM, said:

Just added it, as I also agree.


http://mwomercs.com/...76#entry1770276

You should really consider changing those lights to some kind of symbols/letters, for the sake of color blind folk.

#40 focuspark

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Posted 21 January 2013 - 02:10 PM

View PostIceSerpent, on 21 January 2013 - 12:47 PM, said:



We can't because launcher doors are actually fun, interesting, and don't really confuse anybody who is aware of their existence.

Couldn't disagree more and there's no obvious way to know about the damn doors. They're very poorly implemented and just add complexity for complexity's sake; that's the definition of bad design.





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