Target and damage indicators shining through walls

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Target and damage indicators shining through walls?

Poll ended at Sat Oct 08, 2011 9:30 pm

Yay!
4
67%
Nay!
2
33%
 
Total votes: 6
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karx11erx
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Target and damage indicators shining through walls

Postby karx11erx » Sat Sep 24, 2011 9:30 pm

Following the suggestion to have target and damage indicators behave more like HUD elements, I have made them shine through walls (to some extent). Please vote here according to whether you like it better that way, or would rather have the target indicators be hidden behind geometry as it was before.

This poll is setup to allow changing one's vote should you come to a different conclusion after some time of evaluating the feature.
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Re: Target and damage indicators shining through walls

Postby carmatic » Mon Sep 26, 2011 11:46 am

a point of concern could be made about multiplayer gameplay, where damaged players who have less than 100 shield , hence causing their indicators to appear on the views of other players, cannot hide behind level geometry so easily anymore... players who like to take advantage of cover to surprise and ambush other players at close range may have to alter their playing style, but then again that is already true if the smoke coming from their ships gives away their position...
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karx11erx
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Re: Target and damage indicators shining through walls

Postby karx11erx » Mon Sep 26, 2011 4:44 pm

Target indicators are host controlled in multiplayer games - if the game host forbids them, nobody will be able to use them in his match.
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Re: Target and damage indicators shining through walls

Postby pokeman7452 » Mon Sep 26, 2011 8:25 pm

Is this about the drawn boxes going behind the wall or it continuing to track robots that have gone behind a wall?
If you wanted to be fancy, you could make the indicator opacity = % of robot currently visible, but I'm probably over-thinking this.
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Re: Target and damage indicators shining through walls

Postby carmatic » Tue Sep 27, 2011 12:08 am

how about - an extra slider in the cockpit menu to toggle between 'holographic' and true HUD brackets?

the akward thing about showing the health indicators in 3d is that if all or part of the health bar is obscured, the whole thing becomes nothing more than a distraction, the health bar is only useful for targets with >50% health obstructed on the left side, and <50% health obstructed on the right side

if obscuration of the target indicator brackets is desired, then the health bar should be represented in a symmetrical way, both up/down and left/right , to account for partial obstruction
i propose either having the health be represented by a cross or asterix made up of lines, where the length of the lines depict health ... or by a circle divided into at least 3 segments, at full health the segments will form a full circle, and as the health decreases the segments shorten and become disconnected
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Re: Target and damage indicators shining through walls

Postby carmatic » Thu Sep 29, 2011 2:24 pm

who are the people voting no to this :(
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Re: Target and damage indicators shining through walls

Postby Frustikus » Mon Oct 03, 2011 10:23 pm

There is less thrill if you are able to look through walls.
Definetly no.
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Re: Target and damage indicators shining through walls

Postby karx11erx » Mon Oct 03, 2011 10:24 pm

It's not as bad as you may be supposing, since you cannot see targets arbitrarily far. The target indicator will disappear if D2X-XL decides the object is out of the what the renderer can/should see/display.

It'll probably be the best to make this an option in the cockpit menu. :roll:
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Re: Target and damage indicators shining through walls

Postby Frustikus » Mon Oct 03, 2011 10:28 pm

karx11erx wrote: It'll probably be the best to make this an option in the cockpit menu. :roll:

:thumb:
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Re: Target and damage indicators shining through walls

Postby carmatic » Mon Oct 03, 2011 11:25 pm

i think that 'holographic' targets are okay too, but my objection is how it works akwardly because the health bar is 1. always on the bottom , so it could be obscured if the bottom is covered 2. always goes from left to right, so it is only visually useful when the target is not obscured on the left or right side depending on how much health it has left

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