Author Topic: Making the HUD more interesting  (Read 11961 times)

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Offline CP5670

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Making the HUD more interesting
Quote
Have it toggleable :nod


This is one of the main strengths of the FS/FS2 interface; just about everything can be customized to one's liking. Whenever we have a slight disagreement on something like this, we could just implement both systems and let the user choose what they want. I personally like the wireframe idea too. :) (how about a lit wireframe with some brightness added in?)

I slightly prefer the 3D spherical "orb" radar (although I haven't yet seen a game that uses the idea to its full potential; there are some improvements I could think of with that), but the FS one works very well too. :nod:

Quote
A longer escort list would be nice though.


This is the only thing I would really, really like to see changed; the escort list is simply invaluable (IMHO) during many types of missions, and the three-ship limit tends to get in the way.

 

Offline JC Denton

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Making the HUD more interesting
How about that you can have any number of ships in the escort list, but it brings their name to the top when their status changes (i.e. they get attacked).  And if more than three ships are getting hammered, it scrolls through the list of vessels taking fire.  A simple idea, no?
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Offline LtNarol

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Making the HUD more interesting
i strongly dispise the way V set up the primary toggling, my suggestion: set up 4 keys (changeable in the options under weapons) so that when one is pressed, the first weapon is activated, if pressed again, it becomes inactive, if the second key is pressed, the second is activated, again it is deactivated, and so on.  Another key will just cycle forward and select all banks after one complete cycle.  Using this key/button on joystick after certain banks are selected automatically takes you to the begining of the cycle.

 

Offline WMCoolmon

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Making the HUD more interesting
This would be EXCELLENT! I would love to see that feature for primary, especially with four primary and secondary gun capability. :nod::nod::nod::nod::nod::nod::nod:
-C

 

Offline LtNarol

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Making the HUD more interesting
i dont know if that would work so well with the secondaries, thinking of double fire, different lock times, different properties, doing the same can become a mess; but hey, if someone has a solution, great.

 
Making the HUD more interesting
That's a rather easily solved problem; you simply have extra aspect trackers for longer lock-time missiles, and only what's locked on will fire when you hit the button/pull the trigger; that's how the later Wing Commander games did it.

 

Offline penguin

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Making the HUD more interesting
Quote
Originally posted by CP5670

I slightly prefer the 3D spherical "orb" radar (although I haven't yet seen a game that uses the idea to its full potential; there are some improvements I could think of with that), but the FS one works very well too. :nod:

I happen to like the FS radar (and dislike the X-Wing front/back radars), but that's my opinion.

I can't picture a "spherical" radar -- I've seen several references to it, apparently some other games use this.  Could someone post a picture of this in action (a partial screenshot would be OK, just showing the radar part.)

thx
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Offline an0n

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Making the HUD more interesting
The G-Police radar was quite good.

Maybe something in the loadout screen to select radar type?

If you were flying an AWACS for example, you expect it's radar to be way better than a fighters.
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Offline Bobboau

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Making the HUD more interesting
how about something diferent, like a 3d cube showing a low detail wireframe of all ships within a certan range. everything woulds be scaled down drasticly so you can see you in the center and all ships within 2000m, 10000m, or scaled to the farthest ship, rendered relitive to you useing a LOD2 wireframe.
all this rendering withing the space currently held by the current radar space

I have no idea how to do this though
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Offline an0n

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Making the HUD more interesting
Like a starfury but better?
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Offline LtNarol

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Making the HUD more interesting
too messy in thick dogfights if you ask me

 
Making the HUD more interesting
Even on low LOD I think bob's radar idea could also slow down the system quite a bit especially on low spec machines.

 

Offline Nico

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Making the HUD more interesting
and anyway, the range of the radar would make the fighters look like dots anyway.
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Offline Sandwich

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Making the HUD more interesting
I didn't care all that much for the X-Wing games' radar system, but I absolutely loved the 3D map! If we could somehow add a 3D map like that to Freespace, and then integrate wignmen commands and such to it, it would increase the tactical aspect of battles in FS immensely.

Just imagine, you're in the middle of a tough dogfight. You call for reinforcments, and just as they warp in, an enemy capship enters the area as well. Normally, you wouldn't have the time to figure out what wing is closest to the capship and assign it to them as a target. But with a 3D map, you could open it up (which pauses the game), check to see if the new wing is anywhere near the capship. If so, they'd be the best bet to go attack it. If not, you could see what wing would be best from those currently dogfighting, and assign them to attack the capship.
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Offline Anaz

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Making the HUD more interesting
sand, I like that idea. It gives you the possibility to have more strategic integration if you want it. If you don't want it, and just wanna go shoot stuff, you can do that too!


The only problem would be multiplayer for that...
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Offline Nico

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Making the HUD more interesting
would be like in a few other games: opening the window wouldn't pause the game in multi, that's all. Well, I think it shouldn't even in multi. more realistic, just like in real life, if you want to check a map, you'd make sure nobody's shooting at you. Of course, sound should go on so you hear if someone just launched a missile at you ;7
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Making the HUD more interesting
Quote
Originally posted by Bobboau
I'm not sure if that is posable, but we may be able to add a rear veiw mirror

and, yes, I do beleve hell has frozen over, as I, Bobboau, just corected someone elses spelling


Since when is view spelled "veiw"?  It seems to me you've just misspelled what Thunder spelled correctly :).

As for the HUD...

I like the radar as it is.  I find it much easier to use than the Star Wars-style radar.

The primary weapon change would be *excellent*.  It would be so much easier to select.  On the other hand, I think secondary weapons should be left the way they are; allowing different secondary weapons to be fired at the same time would change the game, not just the HUD.

A larger escort list would be great.  An adjustable-size list would be even better.

A 3D map would be interesting, but I'm not sure it would actually see very much use.  On the other hand, doing something like that would go a long way to creating a Homeworld-style RTS, so it could be a stepping stone to a more advanced project.
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Offline Bobboau

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Making the HUD more interesting
the hud is fine the way it is, I just had the idea,

now here is another idea, how about a beam lock warning, flashes "warning beam lock" in the hud and shows a simple cylindrical wire frame of were the beam will fire, you have about 1/16 a second to do somethng about it, also shows a wireframe around were bigger beams are about to fire
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Making the HUD more interesting
I definitely like the idea of a beam lock warning. Short enough that only good pilots can act on it, but enough that you *might* avoid it.

As for the 3D map...I love it!! It would be much better then simply telling wingman to destroy your target, you could tell them how to do it (i.e. set up an attack run). However, I think the AI would need a lot of improvement so if fighters approach it will break off and engage them if its in danger. Additionally, something like homeowlrd tactics either with this or by itself would be nice so that when on attack runs against large ships they cover each other automatically.

Hmm....

 
Making the HUD more interesting
Quote
Originally posted by venom2506
would be like in a few other games: opening the window wouldn't pause the game in multi, that's all. Well, I think it shouldn't even in multi. more realistic, just like in real life, if you want to check a map, you'd make sure nobody's shooting at you. Of course, sound should go on so you hear if someone just launched a missile at you ;7


In multi, obviously the window wouldn't pause the game.  In single, I think it should be an option to pause the game...I personally can't handle and will never use a map that doesn't pause the game.  If the game is paused, however, and one can still issue orders (perhaps popping up a little list of the orders issued as they're being issued to keep the player straight), that would be mucho cool.

An option to allow the game to continue whilst the player is in the map would appeal to other players, though - ones who prefer a tough uber-challenge.  (-:  Also - if one enters the map without the game pausing, it would be useful to be able to enable/disable AI takeover of your ship while you're looking at the map.  Since flight controls will most likely become map view controls, it's kinda stupid to have your fighter just flying straight.  Even a routine that just puts your fighter into a perpetual outside loop while you're looking at the map would be useful.

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