Author Topic: moving reticle  (Read 6284 times)

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Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
the vampire plays in the same category I think. lighter, more agile I think, but weaker, less power, no cloacking, and it doesn't have that cool infinite afterburner thing. all in all, I think they're equivalent, weak and strong points are evenly balanced for both ships.
SCREW CANON!

 

Offline Carl

  • Render artist
  • 211
    • http://www.3dap.com/hlp/
or like in starlancer, where the reticle can only move so far, because the guns only have a certain firing arc.
"Gunnery control, fry that ****er!" - nuclear1

 

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
being OT for a second, there for you Kazan ( one of those dumb "who are you" tests ):
http://www.sputniksweetheart.com/bakaneko/quizzes/wctest.html
I happen to be catscratch :p
SCREW CANON!

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
OT - Lol, me too venom :p
Freelance Modeler | Amateur Artist

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
carl, you are confusing my ideawith blindfire. although i would like to give certain ships gunmounts that are articulated, this is not what im getting at here. this idea is simply to reduce the number of hud objects on the screen.

rather than have one indicator that you must line up with another (the crosshair and the lead indicator). you have a reticle that moves. say a ship is moving across your view, from left to right. in this situation, with the current system a lead indicator is placed to the right (in front) of the ship. this is easy to use but it takes your attention away from the ship. ive been in a dogfight with ships that i didnt identify because i was staring at a dot. i had to destroy the ship before i knew what it was. my idea would rather move the reticle further to the left (behind the ship), so that placing it on the ship will give you the best shot. you could then focus on what your enemy is doing.

to further the idea you could make the reticle circular, not only to give a better view, but also to aid in determining the probibility of a shot. you see the circle would resize itself acording to the chance of scoring a hit. i tight circle would mean the best shot. most likely to occure when using a fast weapon, like the maxim or morning star, or when the shim manuvers only slightly. the circle would grow larger when when the target starts to dodge, or when using a slow weapon.

the result of implimentation and its affect on gameplay would be to reduce hud clutter, to improve situational awareness, and to give the pilot a better ability to set up a shot.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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Offline Flaser

  • 210
  • man/fish warsie
I like the idea!

I wonder how it could be implemented though...
Some HUD elements should be handled quite differently IMHO to achieve the effect.
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
id like to be able to put defferent targeting modes on different ships. an interceptor could have the moving reticle while a bomber could have multi targeting.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN