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  • Reduce visual distractions... particularly turret bearing lines

    11. 02. 2005 07:42

PercyScott
Overall, I find the level of "neon" in Navyfield (futuristic indications of status and display, spinning compass roses, etc) a
big distraction from the colorful graphics.

Some improvements are easily realized as they are merely misguided stylistic choices. An example of this is to make
the cursor a simple cursor as in any other game and to remove the ugly spinning compass rose at its base.

A functional one which will simplify the game play experience while simultaneously producing a more realistic simulation
would be to get rid of the lines which show the angle each turret is facing. Presently, this is a cue to the player as to
which direction the guns will fire should he press the trigger at the next moment. However, this is NOT how such
central-key firing systems worked! A more realistic solution which also would reduce the distracting overlay of such
lines is to leave them off, but to have ONLY those turrets that have trained to the bearing they want to be on discharge
their barrels when you press the trigger. This is any central-key firing systemn ever created was designed -- turret
captains would switch their mounts out of the firing circuit until they were sure they had trained to the proper bearing,
and even if someone pressed the trigger in the director or plotting room, their mount (at least) would never fire shells
down an inappropriate bearing.

tone
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  • Re : Reduce visual distractions... particularly turret bearing lines

    11. 02. 2005 11:34

Suffern
It would be hard to 'see' where the turrets are facing without the aiming lines. To
transpose the angles of the turrets, relative to the central axis of the ship, would be
an incredible complication in the already busy interface. You are not just the FCO.
You have to steer, watch out for torps and planes, as well as see whether your
firing will pass through any friendlies. Do you want to aim 30 degrees off the bow?
What if the target is 32.2 degrees? Can you discern that difference? At long
range? It is hard enough with the lines to get the azimuth just right.

If you are using auto aim, then you are right about the lines being somewhat
unnecessary. But they are needed to tell you when the turrets have actually turned
to the proper facing. In this case, it should not fire the guns that cannot bear on the
target as clicked but that is just one more arguement against using auto-aim. I
doubt that would ever be changed.

Oh, and there is a little bug with the graphics that shows the turrets facing one way
(in the actual ship's sprite) when they are, in actuallity, facing in a completely
different direction.

  • Re : Reduce visual distractions... particularly turret bearing lines

    11. 02. 2005 11:18

PercyScott
You missed my point on the aiming.

I generally like the simple aiming system, but it would be less cluttered visually and more realistic if you got rid of the lines
and made only those turrets presently pointing down the desired line of fire actually fire when you pressed the trigger. I
have yet to explore the other mode of firing, but this one could clearly be made simpler and more realistic by the change I
describe. There is not need to know where the turrets are facing if the design of the interface matches that of real ships --
that no turret is going to fire its shell 90 degrees off-aim simply because someone presses a trigger in the director.

tone

  • Re : Reduce visual distractions... particularly turret bearing lines

    11. 02. 2005 10:32

TripleG
silly request, you might as well take away my Mpro since it dosn't exist as well.

  • Re : Reduce visual distractions... particularly turret bearing lines

    11. 02. 2005 09:28

bobbyshaftoe
Erm if you don't want your turrets off target firing, disable them.

Z to enable only front turrets, C for rear turrets.

X enable all.

  • Re : Reduce visual distractions... particularly turret bearing lines

    11. 02. 2005 08:13

Sp3ctre18
huh?? futuristic indications? xomplaing about a spinning cursor thingy (which inbattle
you only get using
nooby auto aim, btw), and the rest I don't get...I think you're tlaking about TOTALL
reworking the aiming system?? Yeah right, it's a game, they cna't make it perfect; IRL you
MISSED most of the time instead of hitting, and that would not work well in a game.

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