No GUI?

the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
<div class="IPBDescription">Does it work for an FPS?</div>More specifically, could it work for NS2?

I am not making this one of my official or formal ideas & suggestions because I'm not really sure what my opinion is on this either. But I would like to open a discussion on this, open for opinions and constructive criticism, with regards to an idea for NS2 to consider.

This topic is an offshoot of <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=105081" target="_blank">this thread</a> created by <b>Haze</b>, which talks about a new game called <i>Dead Space</i>. (giving credit where credit is due)



So what are your collective opinions on these two questions?
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Comments

  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    edited November 2008
    Not in an <b>F</b>PS.
  • killkrazykillkrazy Join Date: 2007-09-10 Member: 62238Members
    I think by GUI (Graphical user interface) you mean HUD (heads up display)...
    It'd be pretty backwards to go from a GUI to what we had before (text, UI) ... and the GUI is used to launch the game, not play it...

    Now, if you're talking HUD, then why would the lack of a HUD <u><i>NOT</i></u> work? the vast majority of the worlds soldiers today get along fine without a HUD, on a ground-war there's really not <i><u>THAT</u></i> much information to take in (unless you're Tom Clancy, and a GRAW addict). Air pilots and Tank drivers use HUDs to display the vast information needed to operate that machinery, and without it they'd be toast.

    Video games ADD a HUD as a way of managing the extra information a video game supplies on the soldier's screen, removing (or simply not creating) it would probably work fine, as long as Ammunition is displayed on the gun or something, aka: Halo's AR.

    For the Aliens, small biological looking indicators at the edge of their vision could be used to indicate the energy they have.
  • killkrazykillkrazy Join Date: 2007-09-10 Member: 62238Members
    As an extra angle, remember the marine concept SPECIFICALLY has a holo-hud attached to it to justify the ingame-heads-up-display... so I think that discussing this is probably a little moot <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    Well, start by running through the things shown by the current marine HUD:

    1--Health remaining
    2--Armor remaining
    3--Ammunition remaining
    4--Current global upgrades
    5--Minimap
    6--Waypoints

    1/2 : No real-life infantry HUD would show health and armor, but then again a real-life infantryman would know whether or not he'd been shot by whether or not he was full of holes. Our game-soldier doesn't have that luxury, so I think you need some visual indicator of how damaged you are, and a HUD is simply the easiest way to accomplish that.

    3: The ammo display could conceivably be removed, especially if you put an indicator on the gun itself as mentioned above. You would still need some way of determining how many spare clips you had though.

    4: Its not strictly necessary to know what all of your upgrades are at all times, but it certainly doesn't hurt.

    5: The map is probably the most critical function of the HUD, and important enough in the game-world to justify the inclusion of the holo-visors all on its own. It makes sense both for us as players and for the characters, and I can't think of any good reason to ditch it. And once the HUD is established to show us the map, it's not much of a stretch to have it show us those other things too.

    In general, I think it would be possible to make a HUD-less FPS, but not easy, and I don't think it would work for NS2 at all. I don't think any team game could realistically live without a map feature.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited November 2008
    Apart from health and ammo I would be inclined to stick the rest of that stuff on another screen as you don't need to see it all the time. Some kind of PDA type device that you can quickly bring up like the a scoreboard. Even health and ammo don't need to be on all the time only when they change or are critically low. The only thing I would want to see all the time is crosshair (IMHO Ironsights just aren't the same).

    Not sure that the alien equivalent of a PDA is... hivemind link to the alien commmander view?
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    Marines have the holo-visors, it makes sense to have a HUD. Aliens on the other hand could have a biological-type hud where weird stuff displays their health and upgrades. I dunno, a HUD simplifies things a lot.
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    That Holo-Visor could make some cool graphical addition.

    Imagine the "holo-hud" only shows up, if you change the Weapon, recieve Ammo or shoot/get hurt.
    It would appear on the top of the screen in an oval form and on low Ammo or Health it would start flickering and turn red.

    So you could always activate it if you change the weapon slots. What the NS-Gamer often does i think.
    But it could get annoying, too.

    So the "Life and Combat Assistance Program" in your Helmet adjust itself on the new Weapon and Settings.

    Sounds intresting.
  • killkrazykillkrazy Join Date: 2007-09-10 Member: 62238Members
    FPS's don't really need a Mini-map either, None of the old skool shooters had them... only a few new shooters do.

    either way, the mini-maps are usually an added bonus, not a necessity, with a well-conceived way point and motion tracking system, displayed via the holo-hud (lol, cant get rid of it!!!!!!!!!) the mini-map would be pretty useless for marines, if you get lost, you get lost... tough ######, you're a marine, why are you no good at orienteering!?
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    <!--quoteo(post=1692747:date=Nov 7 2008, 10:05 AM:name=killkrazy)--><div class='quotetop'>QUOTE(killkrazy @ Nov 7 2008, 10:05 AM) <a href="index.php?act=findpost&pid=1692747"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->you're a marine, why are you no good at orienteering!?<!--QuoteEnd--></div><!--QuoteEEnd-->

    False. You're a Gamer. You know the way to the fridge and toilet. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

    I think a good Minimap is made out of simplyness.
    Let's think of the actual Mapper, that has designed the Ships and Colonies of the NS World.
    He will likely have like a few hundred maps of this and that "ns-map"
    So why take the ones where the drain port is cartographed?
    The Marine will problably only need the Map of the Corridors and some Vents.

    For my own im not the best friend of Minimaps.
    If there is an good Waypointing system, with maybe routes, then it would be enough.

    If you got that damn minimap, you don't look into the World and ask yourself "mmh, can i get through that door? Lets try it.."
    or "What will likely happen when i now climb up that vent?"

    There should be always the part of exploring the World.
    Not that chewed out Stuff.
  • CrystalSnakeCrystalSnake Join Date: 2002-01-27 Member: 110Members
    <a href="http://en.wikipedia.org/wiki/Aliens_(Gearbox_Software)" target="_blank">Aliens: Colonial Marines</a> won't have a HUD, so apparently an FPS can be playable without one.
  • TinCanTinCan Join Date: 2006-12-11 Member: 59010Members
    I have always been a fan of minimal HUD info.

    <!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->you don't look into the World and ask yourself "mmh, can i get through that door? Lets try it.."<!--colorc--></span><!--/colorc-->
    I never really thought about that but you are so right! Remember the days (wolfenstien, doom) when you had to go up to any/every little thing that even remotely looked like a door to check it.

    The minimap should only show walls that you have already seen during that round. It is not unreasonable to think the holo-visors can convert data it has gathered by sonar or image recognition into a 2D image. Actually you should be able to overlay a 3D wireframe as you gather the data but that would look like crap.
  • LeonLeon Join Date: 2006-10-31 Member: 58131Members
    cod4 (or series in general) hardcore mode has no hud, iirc.
  • UnderwhelmedUnderwhelmed DemoDetective #?&#33; Join Date: 2006-09-19 Member: 58026Members, Constellation
    <!--quoteo(post=1692747:date=Nov 7 2008, 02:05 AM:name=killkrazy)--><div class='quotetop'>QUOTE(killkrazy @ Nov 7 2008, 02:05 AM) <a href="index.php?act=findpost&pid=1692747"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->FPS's don't really need a Mini-map either, None of the old skool shooters had them... only a few new shooters do.

    either way, the mini-maps are usually an added bonus, not a necessity, with a well-conceived way point and motion tracking system, displayed via the holo-hud (lol, cant get rid of it!!!!!!!!!) the mini-map would be pretty useless for marines, if you get lost, you get lost... tough ######, you're a marine, why are you no good at orienteering!?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Are you serious? You don't want a map in a FPS/<b>RTS</b>? Do you even play this game?
  • killkrazykillkrazy Join Date: 2007-09-10 Member: 62238Members
    COmmander can have map...

    What does a marine need a map for? ... he isnt building or scouting around the battlefield, he doesnt need to switch his views form one hive to another... he is at an unfair disadvantage, and is discouraged to use teamwork/communication if he can see all his team mates on a map.

    Tell me some fundamental issue the removal of marine (not commander) minimap would bring?
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1692941:date=Nov 9 2008, 11:54 AM:name=killkrazy)--><div class='quotetop'>QUOTE(killkrazy @ Nov 9 2008, 11:54 AM) <a href="index.php?act=findpost&pid=1692941"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->COmmander can have map...

    What does a marine need a map for? ... he isnt building or scouting around the battlefield, he doesnt need to switch his views form one hive to another... he is at an unfair disadvantage, and is discouraged to use teamwork/communication if he can see all his team mates on a map.

    Tell me some fundamental issue the removal of marine (not commander) minimap would bring?<!--QuoteEnd--></div><!--QuoteEEnd-->
    1. You have to rely communication features on every aspect of the game. You can't for example see if sub side nodes are capped/going down.

    2. You're basically even more comm dependant than now. Even now pub comms are totally lost on the micromanagement, not to speak if you have to issue specific orders to every marine.

    3. You can't be aware of anything going on around the map. Is the guy at cargo still there? Do can you proceed safely to system, because of the guys there are blocking most of the alien routes? Is the lerk at pipe or sub?

    4. You can't learn to understand the game as easily as now.

    The list goes on a long way more if you want to be more specific.
  • killkrazykillkrazy Join Date: 2007-09-10 Member: 62238Members
    But those are all functions that can easily and should be easily relayed via teamplay...
    alot of you people who still play NS (and i see this in almost every post hidden away behind your text) are afraid to play as a team because you are so used to being deserted and betrayed in NS1... and it relates to the topic of should one person be able to turn the tides...

    If the commander has told you to goto a res node, to defend or attack or build it... then you should be doing that, not inspecting your minimap and then turning around and saying "umm, I'm not going to take that node, because geoff over at Aux Coms needs some backup" ... I don't know, perhaps its just me then, but why even have a commander, dropping health kits will get boring sooner or later.

    Or rename the role... you arnt Commanding, you are Assisting...
  • UnderwhelmedUnderwhelmed DemoDetective #?&#33; Join Date: 2006-09-19 Member: 58026Members, Constellation
    <!--quoteo(post=1692952:date=Nov 9 2008, 05:19 AM:name=killkrazy)--><div class='quotetop'>QUOTE(killkrazy @ Nov 9 2008, 05:19 AM) <a href="index.php?act=findpost&pid=1692952"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But those are all functions that can easily and should be easily relayed via teamplay...
    alot of you people who still play NS (and i see this in almost every post hidden away behind your text) are afraid to play as a team because you are so used to being deserted and betrayed in NS1... and it relates to the topic of should one person be able to turn the tides...

    If the commander has told you to goto a res node, to defend or attack or build it... then you should be doing that, not inspecting your minimap and then turning around and saying "umm, I'm not going to take that node, because geoff over at Aux Coms needs some backup" ... I don't know, perhaps its just me then, but why even have a commander, dropping health kits will get boring sooner or later.

    Or rename the role... you arnt Commanding, you are Assisting...<!--QuoteEnd--></div><!--QuoteEEnd-->
    Your posts are amazingly self-contradictory. You don't want one player able to greatly influence the outcome of the game, yet want the Commander to be the only player capable of tracking the progress of the team in real-time. You advocate playing "as a team", but want all the teamwork to hinge upon the ability of a single player to coordinate movements.

    Having the players take on the role of a glorified robot just doesn't lend to good gameplay. All games have some degree of decision making, varying in complexity and frequency; by removing the ability to make those decisions, you are decreasing the depth of the game. And for those of us who prefer our games to be a little deeper than "fetch", that is not a good thing. It makes absolutely zero sense to remove the map - the players who don't already relay information to the rest of the team wouldn't start suddenly because the map has been removed. What you are proposing is to blind people so that they must rely on other senses.
  • killkrazykillkrazy Join Date: 2007-09-10 Member: 62238Members
    I'm not saying that at all... Having the commander do the navigating doesn't hinge the game upon him, he couldn't win the game alone because he has a map and the marines don't. so there's no contradiction. As I mentioned earlier, instead of having a mini-map (INSTEAD) the waypoints and commands should be displayed upon the holographic hud (since it's holographic and all) making the map a 3D waypointing system instead of a illogical overhead schematic of the base.

    and having the holographic hud means that it's not possible to play without a hud of some sorts <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
    but health, ammo ... that should be indicated in a non-huddy way, in my opinion, like a faint red blur creeping up the screen edge for damage, ammo displayed on gun model...
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1692952:date=Nov 9 2008, 01:19 PM:name=killkrazy)--><div class='quotetop'>QUOTE(killkrazy @ Nov 9 2008, 01:19 PM) <a href="index.php?act=findpost&pid=1692952"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But those are all functions that can easily and should be easily relayed via teamplay...
    alot of you people who still play NS (and i see this in almost every post hidden away behind your text) are afraid to play as a team because you are so used to being deserted and betrayed in NS1... and it relates to the topic of should one person be able to turn the tides...

    If the commander has told you to goto a res node, to defend or attack or build it... then you should be doing that, not inspecting your minimap and then turning around and saying "umm, I'm not going to take that node, because geoff over at Aux Coms needs some backup" ... I don't know, perhaps its just me then, but why even have a commander, dropping health kits will get boring sooner or later.

    Or rename the role... you arnt Commanding, you are Assisting...<!--QuoteEnd--></div><!--QuoteEEnd-->
    What if a team is bored of just going to one place together? Couldn't they just use the voice channel into something a little more informative than "We are at fusion", "Oh, we are at Waste", "How many of you are there?" chatter. They could for example use it for: "The lerks at cargo, let's take this Sat rt out before it can get here. " Or "You, powerbuild the Waste node, we've still got central access tunnels covered nicely."

    Suddenly the teamwork recieved a huge depth boost, since you don't need all the voice time to keep locations coordinated.

    If a comm tells me to go to a node, I'll see the minimap and consider the route (Any OCs, hive location, potential PGs and ect). Once I get there, I see the minimap and consider whether I can safely just build it up, or should I build a bit, check the closest corner for a sneaking skulk and then build some more. At that point knowing the marine positions and some faint idea of pressure and lifeform counts are crucial. Suddenly I can see how the whole map layout plays into the game, and play alongside the team according to the situation, instead of just doing the blind capping routine. At best, the marines pressuring know to play a little safer, so that the cappers can finish their job before the pressure team dies.

    Commander chooses the big scale approach, marines handle the orders according to the situation the best they can. It's all about the teamwork there: The marines follow orders the best they can and see reasonable at certain cases. The Commander gives orders, tries to keep marines informed of all the necessary things and makes sure that the whole team works in synergy.
  • ErlamErlam Join Date: 2008-10-14 Member: 65200Members
    One thing I've always wanted to add to a game, and have pitched at my work, is that if you <i>hold</i> the reload button, you either glance at your weapon (that has the remaining rounds displayed on the gun), or you pull the clip out and check the side.

    I doubt that would be added, but it's always something I've wanted to see.
  • Dalin SeivewrightDalin Seivewright 0x0000221E Join Date: 2007-10-20 Member: 62685Members, Constellation
    I think NS2 might work very well without a HUD. Its worked before for a few FPS' out there that I know of and I don't see why it wouldn't work for NS2. You would need to make sure basic attributes are able to be displayed to the user though. Such as ammo left (shown view the weapon or a 'arm badge' of sorts) and health (The only thing I can think of for that is the 'arm badge' but there could possibly be a slight red tint to the screen... heavy red tint signifying very little health left and no red tint meaning you have full health).

    Given that NS2 will probably be very environment oriented, throwing the HUD out the window could help immerse the player and give NS2 a little something else. If this isn't the kind of thing the devs want to pursue, its something I'd definitely like to see as a server, or client-side plugin.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1693420:date=Nov 14 2008, 04:00 AM:name=Dalin Seivewright)--><div class='quotetop'>QUOTE(Dalin Seivewright @ Nov 14 2008, 04:00 AM) <a href="index.php?act=findpost&pid=1693420"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think NS2 might work very well without a HUD. Its worked before for a few FPS' out there that I know of and I don't see why it wouldn't work for NS2. You would need to make sure basic attributes are able to be displayed to the user though. Such as ammo left (shown view the weapon or a 'arm badge' of sorts) and health (The only thing I can think of for that is the 'arm badge' but there could possibly be a slight red tint to the screen... heavy red tint signifying very little health left and no red tint meaning you have full health).

    Given that NS2 will probably be very environment oriented, throwing the HUD out the window could help immerse the player and give NS2 a little something else. If this isn't the kind of thing the devs want to pursue, its something I'd definitely like to see as a server, or client-side plugin.<!--QuoteEnd--></div><!--QuoteEEnd-->
    So, you don't see a necessity for minimap after the discussion we've had here?
  • invader Ziminvader Zim Join Date: 2007-09-20 Member: 62376Members
    heres a crazy idea, the rine should be able to pop up or down his/her halo visor, It would be cool if if u hit a key and ur hud moved off the top of your screen followed by the edge of ur visor.

    In X3 ( a space sim) you can toggle the hud on and off. The Hud on that game is very useful but sometimes u just want to enjor the star field. I think being able to toggle ur hud on and off in some form in ns would be very valuble. Having no HUD is probably not a good idea as newer players would find it tough (lots of upgrades and stuff that they wud find it hard to understand with out it).

    I would like it if the HUD was minimally intrusive too
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    <!--quoteo(post=1693455:date=Nov 14 2008, 08:25 AM:name=invader Zim)--><div class='quotetop'>QUOTE(invader Zim @ Nov 14 2008, 08:25 AM) <a href="index.php?act=findpost&pid=1693455"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->heres a crazy idea, the rine should be able to pop up or down his/her halo visor, It would be cool if if u hit a key and ur hud moved off the top of your screen followed by the edge of ur visor.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Now that would be damn cool, and they should do this. <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" />

    I'm not strictly sure what the point would be -- probably just for atmospheric effect, and you wouldn't use it often in combat. But that way if a player really wanted to get the feel of playing without extra elements on his screen, he could flip up the visor and get rid of all that stuff. Then you'd probably leave like just the bottom edge of the visor visible at an angle at the far top of the screen, as if you were looking out of a helmet that's almost-but-not-quite out of your field of vision. In fact, if you could see the very edge of some of the holographic indicators still updating as normal on the edge of the visor, that would be awesome.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1693466:date=Nov 14 2008, 04:41 PM:name=Cxwf)--><div class='quotetop'>QUOTE(Cxwf @ Nov 14 2008, 04:41 PM) <a href="index.php?act=findpost&pid=1693466"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Now that would be damn cool, and they should do this. <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" />

    I'm not strictly sure what the point would be -- probably just for atmospheric effect, and you wouldn't use it often in combat.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Unless there's some sticky gorge spit on your visor or something. I don't know if that could be used as a proper element of gameplay.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    I haven't read through this whole thread but...I can tell you that the NS2 HUD will be extremely minimal. Less than NS1's and taking ideas from Call of Duty 4, TF2 and Mario Sunshine.

    Right now the only persistent HUD element for players on the ground is their resources. That could only display when you're near an armory - I think I'll try that now - but the minimap is gone for good I think. If you need a minimap, that means the levels aren't simple, well-lit or well-designed enough. Your health draws when it changes, and then fades away. If you are very hurt, your whole HUD pulses red, ala CoD4. Everything else only fades in when it changes or when you need it.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1693477:date=Nov 14 2008, 07:49 PM:name=Flayra)--><div class='quotetop'>QUOTE(Flayra @ Nov 14 2008, 07:49 PM) <a href="index.php?act=findpost&pid=1693477"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I haven't read through this whole thread but...I can tell you that the NS2 HUD will be extremely minimal. Less than NS1's and taking ideas from Call of Duty 4, TF2 and Mario Sunshine.

    Right now the only persistent HUD element for players on the ground is their resources. That could only display when you're near an armory - I think I'll try that now - but the minimap is gone for good I think. If you need a minimap, that means the levels aren't simple, well-lit or well-designed enough. Your health draws when it changes, and then fades away. If you are very hurt, your whole HUD pulses red, ala CoD4. Everything else only fades in when it changes or when you need it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'm interested to see how you can figure out your teammates' positioning around the map. Even on Co maps you really miss the minimap, since you have no idea of what's going on outside your own location.
  • D AthierD Athier Join Date: 2008-10-22 Member: 65269Members
    <!--quoteo(post=1693479:date=Nov 14 2008, 01:12 PM:name=Bacillus)--><div class='quotetop'>QUOTE(Bacillus @ Nov 14 2008, 01:12 PM) <a href="index.php?act=findpost&pid=1693479"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm interested to see how you can figure out your teammates' positioning around the map. Even on Co maps you really miss the minimap, since you have no idea of what's going on outside your own location.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think this would be a great idea. The only one who'd really get to see the map would be the Commander, which means the rest of the Marine team would be forced to rely on his orders to guide them to victory. Bad rambo'ers would be punished due to the lack of outside intel.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--quoteo(post=1693477:date=Nov 14 2008, 08:49 PM:name=Flayra)--><div class='quotetop'>QUOTE(Flayra @ Nov 14 2008, 08:49 PM) <a href="index.php?act=findpost&pid=1693477"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Right now the only persistent HUD element for players on the ground is their resources. That could only display when you're near an armory - I think I'll try that now<!--QuoteEnd--></div><!--QuoteEEnd-->hrm, so we won't know for sure what's keeping the commander, if it's lack of res or lack of attention?
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1693485:date=Nov 14 2008, 08:57 PM:name=D Athier)--><div class='quotetop'>QUOTE(D Athier @ Nov 14 2008, 08:57 PM) <a href="index.php?act=findpost&pid=1693485"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think this would be a great idea. The only one who'd really get to see the map would be the Commander, which means the rest of the Marine team would be forced to rely on his orders to guide them to victory. Bad rambo'ers would be punished due to the lack of outside intel.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It still takes a commander to see the big picture in NS. I've seen so many people try to lead the game from field and miserably fail, since the commander has the best overview. I fear that the removal of minimap forces teams to spend their teamwork effort on the very basic stuff like keeping the grasp of the locations, instead of focusing on the more dynamic and interesting aspects of teamwork. By more dynamic I mean timings between squads, covering the map efficiently when necessary, creating safe areas by map control, scouting efficiently, adapting the pressure system to the situation and so on.

    I wonder how the communication system is going to reflect this. On NS, even with minimap, my comming on 6v6 has probably way too much talk already, now if I'll have to keep people informed on 16v16 public even on the basic groupings, that's not going to work with a system like hlvoice.

    Further on, how many pub comms can handle the game logic properly nowadays? I haven't seen that many. Now, if the commander gets more responsibility on that, most of the people are going to have very little idea of what's going on in the game and how the game is supposed to be understood.

    Due to the smaller maps the lack of minimap isn't most likely going to be that much of a big deal, but I really wonder what they're bringing in to replace the game elements lost in the process.
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