UI enhancements

bizbiz Join Date: 2012-11-05 Member: 167386Members
edited February 2013 in Ideas and Suggestions
some are only relevant for comm or non-comm
nothing really game-changing here... most of it is just known information that is presented in some hard-to-access or hard-to-memorize way

ui:
- show names on maps
- differentiate between unbuilt structures and completed structures on maps
- better visibility into rooms with line-of-sight (eg. seeing infestation instead of telling marines to clear it over and over)
- add a clearer indication of which phasegates connect to which others
- show HP on maps (if it's known)
- add some quick-menus for common voice commands (especially for those without mics)
- make it more clear which nodes power which locations. this isn't a game of rooms and doors. there are hallways that blend between rooms and it's really hard to memorize where the lines are
- make a UI specifically for answering ammo / health requests . spacebar seems insufficient & overloaded, especially if you don't want to respond right away or if you press it after the marine has already died.
- show list of player names & locations . indicate teammate locations through walls within some proximity (eg. quake's triangles above teammates' heads)
- show clickable list of marines / macs / arcs / drifters with health / armor / ammo (maybe location & weapon too) (maybe also a collapsable list if players don't care about certain categories)
- show egg count
- show eggs with evolving lifeforms and readiness
- show cyst radius when placing (because they auto-explode now... you have to actually plan correctly just to reach a harvester)
- allow squad formations (eg. enemy territory's fireteams)
- allow annotating players' maps (eg. marking targets / presenting orders )
- allow creating tasks/roles/missions, let players pick tasks, show which players are performing which task

graphics:
- more picture settings in-game. don't make players alter global picture settings on the OS/monitor side...
(brightskins would be a better solution... there's too much of an advantage to choose some custom picture settings just to make enemies more distinguishable from the environment when most players aren't going to create a separate picture profile just for NS2)
- alien vision hides some stuff (like gorge attacks)

gameplay:
- grabbing ammo should reload the primary weapon first... the ammo drop often comes when the secondary is out (or just reload both. maybe I'm mistaken?)
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