Originally posted by Unknown Target
- Dynamic LOD (yes, I'm saying it for the second time in this thread )
--Why? Saves modelers a lot of workload, and improves the game's overall look (and in some cases, performance),
- Being able to make HUD instruments larger or smaller.
--This would probably require a major HUD code overhaul, but it'd be nice if you could make some instruments small, so it gives the appearance that they're actually instruments on the 3D cockpits that we have now.
- No radar lock behind asteroids.
--Something else that would be cool, but require a major overhaul: When a ship passes behind an asteroid, it's disappears from your radar for however long it's behind the asteroid. Would be cool for multiplayer missions.
If we're going into some sort of rudimentary radar simulation:
- Make it so that looking in a different direction won't influence the radar lock. (Every time I check six, the lock goes haywire)
- Heat seakers don't need lock-on; that's all good and dandy - however aspect seekers work on an optical method:
(So it's actually ladar/lidar instead radar)
1) So to lock on, you need a direct line-of-sight (This could be handled reusing the targeting laser code can it?)
2) Once locked on, the computer keeps track of the target (it reads its radar/lidar reading and predicts its movement) - so for a couple of seconds the lock should remain regardless orientation!
3) (1.b) The emphasis on the direct line of sight - so instead merly keeping something in the HUD we could define gimbal limits, so some ships could manage lock on a broader cone of sight.
...or have over-the-shoulder rear fire capacity a'la Firefox.
4) (2.b) Real AWACS/Command ship support: you can targets ships a lot faster if they're within the radar/lidar range of a capship.
5) (2.c) With a capship present you could relay and/or recieve targeting data from the capship. So alpha 3 tags the bandit while the rest of the squad lets loose a curtain of missiles. (Kinda how the F22 Raptors are said to hunt)