Author Topic: interface improvements: feedback about buildings  (Read 21348 times)

korc

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interface improvements: feedback about buildings
« on: June 10, 2006, 06:53:52 am »
At least builder class (if not everybody) would benefit a lot from knowing what kind of buildings are left. Could be implemented by having icons of buildings with numbers of remaining entities on HUD.

Attack classes might also want to know when their turrets/telepads/eggs/acids are being taken down, not only until reactor/overmind is being hit. Makes game too easy? I don't think so ;)

Basilisco

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interface improvements: feedback about buildings
« Reply #1 on: June 10, 2006, 10:16:10 am »
Would be nice to have all the structure info in a separate windows a-la tab score menu.

Just make a popup with a little icon/status/health/position for all the structures.

Something like:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Structure            l   Status              l   Health    l   Position
Armoury (icon)   l    Being repaired  l    46%     l   Redroom
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Of course, this would need to make use of location ents. Which might not be aplicable for some maps, or some maps' areas.

Turrets and teslas could be named tesla/turret # X

korc

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interface improvements: feedback about buildings
« Reply #2 on: June 10, 2006, 10:37:22 am »
Quote from: "Basilisco"
Would be nice to have all the structure info in a separate windows a-la tab score menu.


This would have a problem that you don't see what's happening in realtime, while being occupied by some other task in rapid crossfire.

One way of showing all information without extra spam on screen would to make icon small enough but recognizable, every structure 1 icon (sry to very-many-buildpoints servers :P)  and health could be indicated with brightness of icon or for example with 'completeness' of icon (height clipped to half from top could indicate 50% HP, contour would be nice to have visible though)

Neo

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interface improvements: feedback about buildings
« Reply #3 on: June 10, 2006, 12:51:56 pm »
1 icon for every building would crowd any screen even on standard servers. A tab-like status screen would work best.

Teiman

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interface improvements: feedback about buildings
« Reply #4 on: June 11, 2006, 08:01:57 pm »
Quote from: "Neo"
1 icon for every building would crowd any screen even on standard servers. A tab-like status screen would work best.


Idea enhancement:

What can be cool is to build a security camera that the builder can use. So can toggle from his view to the view of the security camera. This camera sould be free to build, but limited by builder (only 1 camera). And this camera sould see health levels like the normal view.

Basilisco

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interface improvements: feedback about buildings
« Reply #5 on: June 11, 2006, 11:31:11 pm »
Quote from: "Teiman"
What can be cool is to build a security camera that the builder can use. So can toggle from his view to the view of the security camera. This camera sould be free to build, but limited by builder (only 1 camera). And this camera sould see health levels like the normal view.


Over-complicated, and it's using exactly the same principle as the tab menu.

And just imagine n00b builders building the camera aiming to the wall or something.

Teiman

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interface improvements: feedback about buildings
« Reply #6 on: June 12, 2006, 10:10:26 am »
Quote from: "Basilisco"
Quote from: "Teiman"
What can be cool is to build a security camera that the builder can use. So can toggle from his view to the view of the security camera. This camera sould be free to build, but limited by builder (only 1 camera). And this camera sould see health levels like the normal view.


Over-complicated, and it's using exactly the same principle as the tab menu.

And just imagine n00b builders building the camera aiming to the wall or something.


You can use the camera for other purposes, maybe even to do spy tactics. Is a gameplay artifact for good, while the tab key dont add to the game. Maybe we can have both.

Basilisco

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interface improvements: feedback about buildings
« Reply #7 on: June 12, 2006, 05:35:57 pm »
Would be cool to have a camera (a really really small and stealth camera) for spying, but. But for building-wathching i still think a menu is much more  convenient and easy to program.

I can't think of any alien equivalent for that camera though..
Maybe an sticky larve or something who know :P

korc

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camera
« Reply #8 on: June 13, 2006, 02:25:04 am »
Camera would be really cool enhancement. Not sure how easy to implement though ;)

One implementation idea:
It could be a device for humans that builder can build and everybody can 'channel into', but it have to be attached to some kind of wall/ceiling and must be powered ;)

For aliens for example it could be a small flying 'companion', which only (advanced?) dranger can produce, 1 per user and only owner can tune into and control it. It could cost also build points or evolution point(s).

Both features would be very powerful if having a small video feed (like spectator) to the main HUD. Not sure how easy it's to implement (using some spectator capabilities?)


I don't like the tab-like interface idea because it wouldn't be realtime information, in a way that you have to _monitor_ instead of _being notified_ when something bad is going to happen. If you are going to monitor then you can take once in a while rounds to base anyway.

kozak6

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interface improvements: feedback about buildings
« Reply #9 on: June 13, 2006, 08:39:30 am »
ETF has a camera built into their sentry turrets so the engineer can watch them chew up trespassers.

It hurts the framerate significantly  :cry:  :cry:  :cry: .

Raumkraut

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interface improvements: feedback about buildings
« Reply #10 on: June 13, 2006, 10:26:16 am »
The alien equivalent could be a small (but killable) flying alien (arf!), with no attack at all, which is released and controlled from a hovel when a granger enters ("this hovel ain't big enough for the both of us!")?

werepants

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interface improvements: feedback about buildings
« Reply #11 on: June 14, 2006, 05:43:49 pm »
3 additional options:

1.  Message system, like the current one.  You could even make it so that there was just a "your base is under attack" message when anything but om was attacked.  Additionally, I think it would be good to have a spawn specific message, like "Egg 1 is dying, n eggs left".  It is annoying when games end simply because nobody realized that the last egg was getting killed.

2.  Radar indication - kind of like damage indicators in HL or whatever.  A red arrow on the radar in the direction of hurting buildings.  Maybe this could even be implemented in the case of teammates that are being damaged, so that players could know when to send reinforcements and whatnot.

3.  Icon system - I think it is a little bit too much to have all icons always shown on HUD, except maybe for builder class.  However, maybe there could just be an icon for each building type, and when one was being attacked, make it flash.  Adding health readings for 10 sec during and after attack would be useful.  If this is too complicated, just have one "danger" icon or whatever that flashes whenever a building takes a hit.

One way or the other, any of those things would really help with teamwork, and would really help with the strategery part of Trem.  Many of these things would require pretty insignificant changes, but I think they would make a huge difference in gameplay, for the better. :wink:

I am not a big fan of the camera.  Seems complicated and confusing, especially for new players.  Also, I would rather have a HUD indicator than a little screen to check any day.  Much more intuitive, and easy to read on-the-fly.  So, the camera might be cool, but I don't think it would be a replacement for any of these.

Paradox

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interface improvements: feedback about buildings
« Reply #12 on: June 23, 2006, 10:44:34 pm »
Could we also see a count of what structure/structures have killed.

What i mean is a kill count for each structure, but not the kills that advance the points.

∧OMG ENTROPY∧

Stasis

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interface improvements: feedback about buildings
« Reply #13 on: June 24, 2006, 01:17:33 am »
manually controlled turrets ftw
top -


Quaoar

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interface improvements: feedback about buildings
« Reply #14 on: June 24, 2006, 06:41:16 am »
Quote from: "Stasis"
manually controlled turrets ftw


Would you need to stand behind it to use it?

I guarantee that the AI turrets are more accurate than any of us. Though I suppose you could shoot beyond the turret's natural range. A simple enhancement, though maybe overpowered; it's annoying enough when humans camp the entire game, but if they can enhance their lowly rifles by standing at a turret, they'll never leave.

Pilo T

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interface improvements: feedback about buildings
« Reply #15 on: June 26, 2006, 03:19:33 am »
Good Idea
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