HUD fracture
Renegade.
Join Date: 2003-01-15 Member: 12313Members, Constellation
<div class="IPBDescription">more incentive to be a weld monkey</div>As a marine, sometimes the impact of low armour just isn't tangible enough. Drop a couple meds and we're back in the fray right? Even at the reduced cost of 10 res, the welder never saw it's glory days (like back when it was portable siege).
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->HUD Fracture<!--sizec--></span><!--/sizec-->
The idea behind HUD fracture is to make it even more apparent to the player the effects of low armour (you'd think being skulk food would be enough) by visually altering the HUD and slightly reducing it in functionality. This would include common effects such as flicker, scan lines, blips or glitches in the HUD; outright malfunction is another option, but may impact gameplay. Basically anything that gives an urgent sense of "I am in need of repair", rather than the currently where we call for a weld, but only half care/expect it to happen.
I'm not entirely sure what I think of this idea, just putting it out there.
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->HUD Fracture<!--sizec--></span><!--/sizec-->
The idea behind HUD fracture is to make it even more apparent to the player the effects of low armour (you'd think being skulk food would be enough) by visually altering the HUD and slightly reducing it in functionality. This would include common effects such as flicker, scan lines, blips or glitches in the HUD; outright malfunction is another option, but may impact gameplay. Basically anything that gives an urgent sense of "I am in need of repair", rather than the currently where we call for a weld, but only half care/expect it to happen.
I'm not entirely sure what I think of this idea, just putting it out there.
Comments
It shouldn't impact gameplay and shouldn't really be annoying though, but just a help for newer players and a nice visual addition.
At least if armor-welding is still as important as in ns1; you never know with all that dumbing down going on (Oh, yes, I did! )
Btw: What's with the welder cost of 10 res? Play more ns1 dude :p
Half-Life and indeed most Source games do it to great effect - visually and noticeably alter the hud to represent danger, etc. - doing that by actually damaging/downgrading it sounds very thematic to NS universe.
But some sort of immediately noticeable visual feedback sounds great.
But some sort of immediately noticeable visual feedback sounds great.<!--QuoteEnd--></div><!--QuoteEEnd-->
How about something similar as the HL HEV-suit with it's life preserving features? I'm not too excited about flickering HUD or sound messages, but some military hardware styled warning lights and process information with small font would be cool. Something like "Armor malfunction!" with a small red dot on the bottom of your screen.
If you wanted it military hardware stylized you'd have to give it a retarded acronym, it would break randomly for no reason, and cost $600k to repair each time.
what about if the armour is low it flashes? its simple and grabs your attention
Something like this, perhaps red/blinking outline around some fonts, throw in the word "critical" or "malfunction", etc.
Also, by "flicker" I meant not just on/off, but that typical "hologram" effect you see where it experiences moments of infidelity:
<a href="http://www.youtube.com/watch?v=tf-1xeE3zzE" target="_blank">http://www.youtube.com/watch?v=tf-1xeE3zzE</a>
Here you can see the effect is more than just flicker - there's a bit of waviness, scanlines, blips, etc; especially towards the end where the transmission cuts out. By varying the degree to which these visual infidelities manifest it can show how close a system is to malfunction.
But I think smaller flickers and disturbances would work, especially when knocked away/disrupted by an Onos. And the armor counter blinking or turning red when it was low would work.
Also, by "flicker" I meant not just on/off, but that typical "hologram" effect you see where it experiences moments of infidelity:
<a href="http://www.youtube.com/watch?v=tf-1xeE3zzE" target="_blank">http://www.youtube.com/watch?v=tf-1xeE3zzE</a>
Here you can see the effect is more than just flicker - there's a bit of waviness, scanlines, blips, etc; especially towards the end where the transmission cuts out. By varying the degree to which these visual infidelities manifest it can show how close a system is to malfunction.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, I guess it's fine with proper implementation. In general I'd like to avoid those as they tend to interfere the information flow a bit, which isn't purposeful here. If it can be done without being annoying, distracting or making the HUD difficult to read, it's all good.
yeah but all of that stuff completely breaks the atmosphere - it would have to be done in a sci theme some how
cl_autohelp 1
"do-ding!"
"do-DING!"
"DO-DING!"
"DO-DO-DO-DO-DING!!!"
cl_autohelp 0