Topic: For those, who hate player name bars over the robots
For those, who hate player name bars over the robots:
http://piccy.info/view3/2434654/463602c … 85fd/orig/
Discuss this strange idea
http://www.perp-kill.net/related/239910
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Perpetuum Forums → Feature discussion and requests → For those, who hate player name bars over the robots
For those, who hate player name bars over the robots:
http://piccy.info/view3/2434654/463602c … 85fd/orig/
Discuss this strange idea
anotations ?
not a bad idea.
i got so many ideas on how to improve the terrain interface - but i cannot bother writing them down since the GUI revamp necessary for that is by far not in sight yet
IMO with large numbers there will be all screen in such lines spoiling everything.
If it could be turned off and on then I would give you a plus. But anything larger than a 10 on 10 the screen would be too cluttered and the client would be jumping around so much to keep the lines on moving targets that it would be more detrimental than an aid.
~mixed~
Could be interesting. I would suggest to make it as an extra option, but definitely worth adding to the game (or at least something similar to this).
I agree with Dan.
Also, guys, it will be good if you will throw somewhere similar ideas what will propose:
1. Easier visual LOS calculation in mass PvP
2. Less loaded tactical screen with playername bars, target symbols etc. in mass PvP
1. Easier visual LOS calculation in mass PvP
What i really would like to have is some sort of togglabe illuminated grid that show the ground topology, and maybe a small red cross somewhere on the target when its not in LOS. But the grid would be really really helpful. Maybe you can render wireframed mesh of the ground with shiny colors?
the overlay simply needs more flexibility. something like anotation based HUD informations and target indicator, or even LoS indicator - that are thing that should be open-source java/flash based that ANY nerd could use to programm his own interface and release it for others.
with a rather small DEV team it would take the workload to the playerbase - and games like WoW demonstrate that player-made interfaces are doable and often simply better.
Wait, this thread is about LoS or player names?
What about LoS, there can be some kind of mini-window that shows current primary target as if you're looking on it from first view, with all the terrain possibly closing it.
Wait, this thread is about LoS or player names?
What about LoS, there can be some kind of mini-window that shows current primary target as if you're looking on it from first view, with all the terrain possibly closing it.
since the LoS calculation has nearly nothing in common with what you can "see" on the screen, that wouldnt help in any way.
remember: LoS start and endpoint for many robots is pretty much above the actual mesh - and the terrain for the server looks like a minecraft map.
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